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@@ -2209,193 +2209,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class DebugLayer {
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- private _scene;
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- private _camera;
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- private _transformationMatrix;
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- private _enabled;
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- private _labelsEnabled;
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- private _displayStatistics;
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- private _displayTree;
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- private _displayLogs;
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- private _globalDiv;
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- private _statsDiv;
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- private _statsSubsetDiv;
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- private _optionsDiv;
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- private _optionsSubsetDiv;
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- private _logDiv;
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- private _logSubsetDiv;
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- private _treeDiv;
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- private _treeSubsetDiv;
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- private _drawingCanvas;
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- private _drawingContext;
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- private _rootElement;
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- private _skeletonViewers;
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- _syncPositions: () => void;
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- private _syncData;
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- private _syncUI;
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- private _onCanvasClick;
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- private _clickPosition;
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- private _ratio;
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- private _identityMatrix;
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- private _showUI;
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- private _needToRefreshMeshesTree;
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- shouldDisplayLabel: (node: Node) => boolean;
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- shouldDisplayAxis: (mesh: Mesh) => boolean;
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- axisRatio: number;
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- accentColor: string;
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- customStatsFunction: () => string;
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- constructor(scene: Scene);
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- private _refreshMeshesTreeContent();
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- private _renderSingleAxis(zero, unit, unitText, label, color);
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- private _renderAxis(projectedPosition, mesh, globalViewport);
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- private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
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- private _isClickInsideRect(x, y, width, height);
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- isVisible(): boolean;
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- hide(): void;
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- private _clearSkeletonViewers();
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- show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
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- private _clearLabels();
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- private _generateheader(root, text);
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- private _generateTexBox(root, title, color);
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- private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
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- private _generateCheckBox(root, title, initialState, task, tag?);
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- private _generateButton(root, title, task, tag?);
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- private _generateRadio(root, title, name, initialState, task, tag?);
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- private _generateDOMelements();
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- private _displayStats();
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- }
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-}
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-
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-declare module BABYLON.Debug {
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- /**
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- * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
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- */
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- class SkeletonViewer {
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- skeleton: Skeleton;
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- mesh: AbstractMesh;
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- autoUpdateBonesMatrices: boolean;
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- renderingGroupId: number;
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- color: Color3;
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- private _scene;
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- private _debugLines;
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- private _debugMesh;
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- private _isEnabled;
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- private _renderFunction;
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- constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
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- isEnabled: boolean;
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- private _getBonePosition(position, bone, meshMat, x?, y?, z?);
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- private _getLinesForBonesWithLength(bones, meshMat);
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- private _getLinesForBonesNoLength(bones, meshMat);
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- update(): void;
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- private _updateBoneMatrix(bone);
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingBox {
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- minimum: Vector3;
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- maximum: Vector3;
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- vectors: Vector3[];
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- center: Vector3;
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- extendSize: Vector3;
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- directions: Vector3[];
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- vectorsWorld: Vector3[];
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- minimumWorld: Vector3;
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- maximumWorld: Vector3;
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- private _worldMatrix;
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- constructor(minimum: Vector3, maximum: Vector3);
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- getWorldMatrix(): Matrix;
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- setWorldMatrix(matrix: Matrix): BoundingBox;
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsMinMax(min: Vector3, max: Vector3): boolean;
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- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingInfo {
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- minimum: Vector3;
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- maximum: Vector3;
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- boundingBox: BoundingBox;
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- boundingSphere: BoundingSphere;
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- private _isLocked;
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- constructor(minimum: Vector3, maximum: Vector3);
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- isLocked: boolean;
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- update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- _checkCollision(collider: Collider): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingSphere {
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- minimum: Vector3;
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- maximum: Vector3;
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- center: Vector3;
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- radius: number;
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- centerWorld: Vector3;
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- radiusWorld: number;
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- private _tempRadiusVector;
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- constructor(minimum: Vector3, maximum: Vector3);
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class Ray {
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- origin: Vector3;
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- direction: Vector3;
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- length: number;
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- private _edge1;
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- private _edge2;
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- private _pvec;
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- private _tvec;
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- private _qvec;
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- constructor(origin: Vector3, direction: Vector3, length?: number);
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- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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- intersectsBox(box: BoundingBox): boolean;
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- intersectsSphere(sphere: any): boolean;
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- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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- intersectsPlane(plane: Plane): number;
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- private static smallnum;
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- private static rayl;
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- /**
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- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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- * @param sega the first point of the segment to test the intersection against
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- * @param segb the second point of the segment to test the intersection against
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- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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- */
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- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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- /**
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- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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- * transformed to the given world matrix.
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- * @param origin The origin point
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- * @param end The end point
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- * @param world a matrix to transform the ray to. Default is the identity matrix.
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- */
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- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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- static Transform(ray: Ray, matrix: Matrix): Ray;
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- }
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-}
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-
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-declare module BABYLON {
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class Collider {
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radius: Vector3;
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retry: number;
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@@ -2637,6 +2450,193 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class BoundingBox {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ vectors: Vector3[];
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+ center: Vector3;
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+ extendSize: Vector3;
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+ directions: Vector3[];
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+ vectorsWorld: Vector3[];
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+ minimumWorld: Vector3;
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+ maximumWorld: Vector3;
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+ private _worldMatrix;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ getWorldMatrix(): Matrix;
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+ setWorldMatrix(matrix: Matrix): BoundingBox;
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
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+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingInfo {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ boundingBox: BoundingBox;
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+ boundingSphere: BoundingSphere;
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+ private _isLocked;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ isLocked: boolean;
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+ update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ _checkCollision(collider: Collider): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingSphere {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ center: Vector3;
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+ radius: number;
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+ centerWorld: Vector3;
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+ radiusWorld: number;
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+ private _tempRadiusVector;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Ray {
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+ origin: Vector3;
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+ direction: Vector3;
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+ length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ intersectsBox(box: BoundingBox): boolean;
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+ intersectsSphere(sphere: any): boolean;
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+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ intersectsPlane(plane: Plane): number;
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+ private static smallnum;
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+ private static rayl;
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+ /**
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+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class DebugLayer {
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+ private _scene;
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+ private _camera;
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+ private _transformationMatrix;
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+ private _enabled;
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+ private _labelsEnabled;
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+ private _displayStatistics;
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+ private _displayTree;
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+ private _displayLogs;
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+ private _globalDiv;
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+ private _statsDiv;
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+ private _statsSubsetDiv;
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+ private _optionsDiv;
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+ private _optionsSubsetDiv;
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+ private _logDiv;
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+ private _logSubsetDiv;
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+ private _treeDiv;
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+ private _treeSubsetDiv;
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+ private _drawingCanvas;
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+ private _drawingContext;
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+ private _rootElement;
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+ private _skeletonViewers;
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+ _syncPositions: () => void;
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+ private _syncData;
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+ private _syncUI;
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+ private _onCanvasClick;
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+ private _clickPosition;
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+ private _ratio;
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+ private _identityMatrix;
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+ private _showUI;
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+ private _needToRefreshMeshesTree;
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+ shouldDisplayLabel: (node: Node) => boolean;
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+ shouldDisplayAxis: (mesh: Mesh) => boolean;
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+ axisRatio: number;
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+ accentColor: string;
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+ customStatsFunction: () => string;
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+ constructor(scene: Scene);
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+ private _refreshMeshesTreeContent();
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+ private _renderSingleAxis(zero, unit, unitText, label, color);
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+ private _renderAxis(projectedPosition, mesh, globalViewport);
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+ private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
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+ private _isClickInsideRect(x, y, width, height);
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+ isVisible(): boolean;
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+ hide(): void;
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+ private _clearSkeletonViewers();
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+ show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
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+ private _clearLabels();
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+ private _generateheader(root, text);
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+ private _generateTexBox(root, title, color);
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+ private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
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+ private _generateCheckBox(root, title, initialState, task, tag?);
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+ private _generateButton(root, title, task, tag?);
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+ private _generateRadio(root, title, name, initialState, task, tag?);
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+ private _generateDOMelements();
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+ private _displayStats();
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+ }
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+}
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+
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+declare module BABYLON.Debug {
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+ /**
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+ * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
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+ */
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+ class SkeletonViewer {
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+ skeleton: Skeleton;
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+ mesh: AbstractMesh;
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+ autoUpdateBonesMatrices: boolean;
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+ renderingGroupId: number;
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+ color: Color3;
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+ private _scene;
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+ private _debugLines;
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+ private _debugMesh;
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+ private _isEnabled;
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+ private _renderFunction;
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+ constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
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+ isEnabled: boolean;
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+ private _getBonePosition(position, bone, meshMat, x?, y?, z?);
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+ private _getLinesForBonesWithLength(bones, meshMat);
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+ private _getLinesForBonesNoLength(bones, meshMat);
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+ update(): void;
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+ private _updateBoneMatrix(bone);
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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class Layer {
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name: string;
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texture: Texture;
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@@ -2663,6 +2663,50 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class LensFlare {
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+ size: number;
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+ position: number;
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+ color: Color3;
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+ texture: Texture;
|
|
|
+ private _system;
|
|
|
+ constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
|
+ dispose: () => void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class LensFlareSystem {
|
|
|
+ name: string;
|
|
|
+ lensFlares: LensFlare[];
|
|
|
+ borderLimit: number;
|
|
|
+ meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
|
+ layerMask: number;
|
|
|
+ private _scene;
|
|
|
+ private _emitter;
|
|
|
+ private _vertexDeclaration;
|
|
|
+ private _vertexStrideSize;
|
|
|
+ private _vertexBuffer;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _effect;
|
|
|
+ private _positionX;
|
|
|
+ private _positionY;
|
|
|
+ private _isEnabled;
|
|
|
+ constructor(name: string, emitter: any, scene: Scene);
|
|
|
+ isEnabled: boolean;
|
|
|
+ getScene(): Scene;
|
|
|
+ getEmitter(): any;
|
|
|
+ setEmitter(newEmitter: any): void;
|
|
|
+ getEmitterPosition(): Vector3;
|
|
|
+ computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
+ _isVisible(): boolean;
|
|
|
+ render(): boolean;
|
|
|
+ dispose(): void;
|
|
|
+ static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
+ serialize(): any;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class DirectionalLight extends Light implements IShadowLight {
|
|
|
position: Vector3;
|
|
|
direction: Vector3;
|
|
@@ -2807,80 +2851,36 @@ declare module BABYLON {
|
|
|
importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
|
|
|
loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
|
|
|
}
|
|
|
- class SceneLoader {
|
|
|
- private static _ForceFullSceneLoadingForIncremental;
|
|
|
- private static _ShowLoadingScreen;
|
|
|
- static NO_LOGGING: number;
|
|
|
- static MINIMAL_LOGGING: number;
|
|
|
- static SUMMARY_LOGGING: number;
|
|
|
- static DETAILED_LOGGING: number;
|
|
|
- private static _loggingLevel;
|
|
|
- static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
- static ShowLoadingScreen: boolean;
|
|
|
- static loggingLevel: number;
|
|
|
- private static _registeredPlugins;
|
|
|
- private static _getPluginForFilename(sceneFilename);
|
|
|
- static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
|
|
|
- static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
|
- static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
|
|
|
- /**
|
|
|
- * Load a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
- */
|
|
|
- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
- /**
|
|
|
- * Append a scene
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
- * @param scene is the instance of BABYLON.Scene to append to
|
|
|
- */
|
|
|
- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class LensFlare {
|
|
|
- size: number;
|
|
|
- position: number;
|
|
|
- color: Color3;
|
|
|
- texture: Texture;
|
|
|
- private _system;
|
|
|
- constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
|
- dispose: () => void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class LensFlareSystem {
|
|
|
- name: string;
|
|
|
- lensFlares: LensFlare[];
|
|
|
- borderLimit: number;
|
|
|
- meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
|
- layerMask: number;
|
|
|
- private _scene;
|
|
|
- private _emitter;
|
|
|
- private _vertexDeclaration;
|
|
|
- private _vertexStrideSize;
|
|
|
- private _vertexBuffer;
|
|
|
- private _indexBuffer;
|
|
|
- private _effect;
|
|
|
- private _positionX;
|
|
|
- private _positionY;
|
|
|
- private _isEnabled;
|
|
|
- constructor(name: string, emitter: any, scene: Scene);
|
|
|
- isEnabled: boolean;
|
|
|
- getScene(): Scene;
|
|
|
- getEmitter(): any;
|
|
|
- setEmitter(newEmitter: any): void;
|
|
|
- getEmitterPosition(): Vector3;
|
|
|
- computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
- _isVisible(): boolean;
|
|
|
- render(): boolean;
|
|
|
- dispose(): void;
|
|
|
- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
- serialize(): any;
|
|
|
+ class SceneLoader {
|
|
|
+ private static _ForceFullSceneLoadingForIncremental;
|
|
|
+ private static _ShowLoadingScreen;
|
|
|
+ static NO_LOGGING: number;
|
|
|
+ static MINIMAL_LOGGING: number;
|
|
|
+ static SUMMARY_LOGGING: number;
|
|
|
+ static DETAILED_LOGGING: number;
|
|
|
+ private static _loggingLevel;
|
|
|
+ static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
+ static ShowLoadingScreen: boolean;
|
|
|
+ static loggingLevel: number;
|
|
|
+ private static _registeredPlugins;
|
|
|
+ private static _getPluginForFilename(sceneFilename);
|
|
|
+ static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
|
|
|
+ static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
|
+ static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
|
|
|
+ /**
|
|
|
+ * Load a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
+ */
|
|
|
+ static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
+ /**
|
|
|
+ * Append a scene
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
+ * @param scene is the instance of BABYLON.Scene to append to
|
|
|
+ */
|
|
|
+ static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -8546,6 +8546,61 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ class VRCameraMetrics {
|
|
|
+ hResolution: number;
|
|
|
+ vResolution: number;
|
|
|
+ hScreenSize: number;
|
|
|
+ vScreenSize: number;
|
|
|
+ vScreenCenter: number;
|
|
|
+ eyeToScreenDistance: number;
|
|
|
+ lensSeparationDistance: number;
|
|
|
+ interpupillaryDistance: number;
|
|
|
+ distortionK: number[];
|
|
|
+ chromaAbCorrection: number[];
|
|
|
+ postProcessScaleFactor: number;
|
|
|
+ lensCenterOffset: number;
|
|
|
+ compensateDistortion: boolean;
|
|
|
+ aspectRatio: number;
|
|
|
+ aspectRatioFov: number;
|
|
|
+ leftHMatrix: Matrix;
|
|
|
+ rightHMatrix: Matrix;
|
|
|
+ leftPreViewMatrix: Matrix;
|
|
|
+ rightPreViewMatrix: Matrix;
|
|
|
+ static GetDefault(): VRCameraMetrics;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class VRDeviceOrientationFreeCamera extends FreeCamera {
|
|
|
+ constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
+ getTypeName(): string;
|
|
|
+ }
|
|
|
+ class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
|
|
|
+ constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
+ getTypeName(): string;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare var HMDVRDevice: any;
|
|
|
+declare var PositionSensorVRDevice: any;
|
|
|
+declare module BABYLON {
|
|
|
+ class WebVRFreeCamera extends FreeCamera {
|
|
|
+ _hmdDevice: any;
|
|
|
+ _sensorDevice: any;
|
|
|
+ _cacheState: any;
|
|
|
+ _cacheQuaternion: Quaternion;
|
|
|
+ _cacheRotation: Vector3;
|
|
|
+ _vrEnabled: boolean;
|
|
|
+ constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
+ private _getWebVRDevices(devices);
|
|
|
+ _checkInputs(): void;
|
|
|
+ attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
|
|
|
+ detachControl(element: HTMLElement): void;
|
|
|
+ getTypeName(): string;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
interface IOctreeContainer<T> {
|
|
|
blocks: Array<OctreeBlock<T>>;
|
|
|
}
|
|
@@ -8592,6 +8647,64 @@ declare module BABYLON {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+declare module BABYLON {
|
|
|
+ class ShadowGenerator {
|
|
|
+ private static _FILTER_NONE;
|
|
|
+ private static _FILTER_VARIANCESHADOWMAP;
|
|
|
+ private static _FILTER_POISSONSAMPLING;
|
|
|
+ private static _FILTER_BLURVARIANCESHADOWMAP;
|
|
|
+ static FILTER_NONE: number;
|
|
|
+ static FILTER_VARIANCESHADOWMAP: number;
|
|
|
+ static FILTER_POISSONSAMPLING: number;
|
|
|
+ static FILTER_BLURVARIANCESHADOWMAP: number;
|
|
|
+ private _filter;
|
|
|
+ blurScale: number;
|
|
|
+ private _blurBoxOffset;
|
|
|
+ private _bias;
|
|
|
+ private _lightDirection;
|
|
|
+ forceBackFacesOnly: boolean;
|
|
|
+ bias: number;
|
|
|
+ blurBoxOffset: number;
|
|
|
+ filter: number;
|
|
|
+ useVarianceShadowMap: boolean;
|
|
|
+ usePoissonSampling: boolean;
|
|
|
+ useBlurVarianceShadowMap: boolean;
|
|
|
+ private _light;
|
|
|
+ private _scene;
|
|
|
+ private _shadowMap;
|
|
|
+ private _shadowMap2;
|
|
|
+ private _darkness;
|
|
|
+ private _transparencyShadow;
|
|
|
+ private _effect;
|
|
|
+ private _viewMatrix;
|
|
|
+ private _projectionMatrix;
|
|
|
+ private _transformMatrix;
|
|
|
+ private _worldViewProjection;
|
|
|
+ private _cachedPosition;
|
|
|
+ private _cachedDirection;
|
|
|
+ private _cachedDefines;
|
|
|
+ private _currentRenderID;
|
|
|
+ private _downSamplePostprocess;
|
|
|
+ private _boxBlurPostprocess;
|
|
|
+ private _mapSize;
|
|
|
+ private _currentFaceIndex;
|
|
|
+ private _currentFaceIndexCache;
|
|
|
+ constructor(mapSize: number, light: IShadowLight);
|
|
|
+ isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
|
+ getShadowMap(): RenderTargetTexture;
|
|
|
+ getShadowMapForRendering(): RenderTargetTexture;
|
|
|
+ getLight(): IShadowLight;
|
|
|
+ getTransformMatrix(): Matrix;
|
|
|
+ getDarkness(): number;
|
|
|
+ setDarkness(darkness: number): void;
|
|
|
+ setTransparencyShadow(hasShadow: boolean): void;
|
|
|
+ private _packHalf(depth);
|
|
|
+ dispose(): void;
|
|
|
+ serialize(): any;
|
|
|
+ static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
declare module BABYLON.Internals {
|
|
|
}
|
|
|
|
|
@@ -8886,119 +8999,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class VRCameraMetrics {
|
|
|
- hResolution: number;
|
|
|
- vResolution: number;
|
|
|
- hScreenSize: number;
|
|
|
- vScreenSize: number;
|
|
|
- vScreenCenter: number;
|
|
|
- eyeToScreenDistance: number;
|
|
|
- lensSeparationDistance: number;
|
|
|
- interpupillaryDistance: number;
|
|
|
- distortionK: number[];
|
|
|
- chromaAbCorrection: number[];
|
|
|
- postProcessScaleFactor: number;
|
|
|
- lensCenterOffset: number;
|
|
|
- compensateDistortion: boolean;
|
|
|
- aspectRatio: number;
|
|
|
- aspectRatioFov: number;
|
|
|
- leftHMatrix: Matrix;
|
|
|
- rightHMatrix: Matrix;
|
|
|
- leftPreViewMatrix: Matrix;
|
|
|
- rightPreViewMatrix: Matrix;
|
|
|
- static GetDefault(): VRCameraMetrics;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class VRDeviceOrientationFreeCamera extends FreeCamera {
|
|
|
- constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
- getTypeName(): string;
|
|
|
- }
|
|
|
- class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
|
|
|
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
- getTypeName(): string;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare var HMDVRDevice: any;
|
|
|
-declare var PositionSensorVRDevice: any;
|
|
|
-declare module BABYLON {
|
|
|
- class WebVRFreeCamera extends FreeCamera {
|
|
|
- _hmdDevice: any;
|
|
|
- _sensorDevice: any;
|
|
|
- _cacheState: any;
|
|
|
- _cacheQuaternion: Quaternion;
|
|
|
- _cacheRotation: Vector3;
|
|
|
- _vrEnabled: boolean;
|
|
|
- constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean);
|
|
|
- private _getWebVRDevices(devices);
|
|
|
- _checkInputs(): void;
|
|
|
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
|
|
|
- detachControl(element: HTMLElement): void;
|
|
|
- getTypeName(): string;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class ShadowGenerator {
|
|
|
- private static _FILTER_NONE;
|
|
|
- private static _FILTER_VARIANCESHADOWMAP;
|
|
|
- private static _FILTER_POISSONSAMPLING;
|
|
|
- private static _FILTER_BLURVARIANCESHADOWMAP;
|
|
|
- static FILTER_NONE: number;
|
|
|
- static FILTER_VARIANCESHADOWMAP: number;
|
|
|
- static FILTER_POISSONSAMPLING: number;
|
|
|
- static FILTER_BLURVARIANCESHADOWMAP: number;
|
|
|
- private _filter;
|
|
|
- blurScale: number;
|
|
|
- private _blurBoxOffset;
|
|
|
- private _bias;
|
|
|
- private _lightDirection;
|
|
|
- forceBackFacesOnly: boolean;
|
|
|
- bias: number;
|
|
|
- blurBoxOffset: number;
|
|
|
- filter: number;
|
|
|
- useVarianceShadowMap: boolean;
|
|
|
- usePoissonSampling: boolean;
|
|
|
- useBlurVarianceShadowMap: boolean;
|
|
|
- private _light;
|
|
|
- private _scene;
|
|
|
- private _shadowMap;
|
|
|
- private _shadowMap2;
|
|
|
- private _darkness;
|
|
|
- private _transparencyShadow;
|
|
|
- private _effect;
|
|
|
- private _viewMatrix;
|
|
|
- private _projectionMatrix;
|
|
|
- private _transformMatrix;
|
|
|
- private _worldViewProjection;
|
|
|
- private _cachedPosition;
|
|
|
- private _cachedDirection;
|
|
|
- private _cachedDefines;
|
|
|
- private _currentRenderID;
|
|
|
- private _downSamplePostprocess;
|
|
|
- private _boxBlurPostprocess;
|
|
|
- private _mapSize;
|
|
|
- private _currentFaceIndex;
|
|
|
- private _currentFaceIndexCache;
|
|
|
- constructor(mapSize: number, light: IShadowLight);
|
|
|
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
|
- getShadowMap(): RenderTargetTexture;
|
|
|
- getShadowMapForRendering(): RenderTargetTexture;
|
|
|
- getLight(): IShadowLight;
|
|
|
- getTransformMatrix(): Matrix;
|
|
|
- getDarkness(): number;
|
|
|
- setDarkness(darkness: number): void;
|
|
|
- setTransparencyShadow(hasShadow: boolean): void;
|
|
|
- private _packHalf(depth);
|
|
|
- dispose(): void;
|
|
|
- serialize(): any;
|
|
|
- static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
class CannonJSPlugin implements IPhysicsEnginePlugin {
|
|
|
private _useDeltaForWorldStep;
|
|
|
world: any;
|