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@@ -16756,7 +16756,7 @@ declare module "babylonjs/Materials/shaderMaterial" {
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import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { Mesh } from "babylonjs/Meshes/mesh";
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- import { SubMesh, BaseSubMesh } from "babylonjs/Meshes/subMesh";
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+ import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { Effect } from "babylonjs/Materials/effect";
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import { Material } from "babylonjs/Materials/material";
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@@ -17016,7 +17016,7 @@ declare module "babylonjs/Materials/shaderMaterial" {
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* @param useInstances specifies that instances should be used
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* @returns a boolean indicating that the submesh is ready or not
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Checks if the material is ready to render the requested mesh
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* @param mesh Define the mesh to render
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@@ -22294,6 +22294,9 @@ declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
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import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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import { Scene } from "babylonjs/scene";
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+ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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+ import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
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+ import { SubMesh } from "babylonjs/Meshes/subMesh";
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/**
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* Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
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*/
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@@ -22333,6 +22336,15 @@ declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
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*/
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get transform(): NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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+ /**
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+ * Update defines for shader compilation
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+ * @param mesh defines the mesh to be rendered
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+ * @param nodeMaterial defines the node material requesting the update
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+ * @param defines defines the material defines to update
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+ * @param useInstances specifies that instances should be used
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+ * @param subMesh defines which submesh to render
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+ */
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+ prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean, subMesh?: SubMesh): void;
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serialize(): any;
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_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
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protected _dumpPropertiesCode(): string;
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@@ -24459,7 +24471,7 @@ declare module "babylonjs/Materials/material" {
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import { Nullable } from "babylonjs/types";
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import { Scene } from "babylonjs/scene";
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import { Matrix } from "babylonjs/Maths/math.vector";
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- import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
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+ import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
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import { Effect } from "babylonjs/Materials/effect";
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@@ -24906,7 +24918,7 @@ declare module "babylonjs/Materials/material" {
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* @param useInstances specifies that instances should be used
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* @returns a boolean indicating that the submesh is ready or not
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Returns the material effect
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* @returns the effect associated with the material
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@@ -25142,7 +25154,7 @@ declare module "babylonjs/Materials/multiMaterial" {
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import { Nullable } from "babylonjs/types";
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import { Scene } from "babylonjs/scene";
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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- import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
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+ import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { Material } from "babylonjs/Materials/material";
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/**
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@@ -25197,7 +25209,7 @@ declare module "babylonjs/Materials/multiMaterial" {
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* @param useInstances Define whether or not the material is used with instances
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* @returns true if ready, otherwise false
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Clones the current material and its related sub materials
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* @param name Define the name of the newly cloned material
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@@ -25243,9 +25255,19 @@ declare module "babylonjs/Meshes/subMesh" {
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import { Ray } from "babylonjs/Culling/ray";
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import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
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/**
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- * Base class for submeshes
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+ * Defines a subdivision inside a mesh
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*/
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- export class BaseSubMesh {
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+ export class SubMesh implements ICullable {
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+ /** the material index to use */
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+ materialIndex: number;
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+ /** vertex index start */
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+ verticesStart: number;
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+ /** vertices count */
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+ verticesCount: number;
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+ /** index start */
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+ indexStart: number;
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+ /** indices count */
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+ indexCount: number;
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/** @hidden */
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_materialDefines: Nullable<MaterialDefines>;
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/** @hidden */
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@@ -25270,21 +25292,6 @@ declare module "babylonjs/Meshes/subMesh" {
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* @param defines defines the set of defines used to compile this effect
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*/
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setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
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- }
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- /**
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- * Defines a subdivision inside a mesh
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- */
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- export class SubMesh extends BaseSubMesh implements ICullable {
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- /** the material index to use */
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- materialIndex: number;
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- /** vertex index start */
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- verticesStart: number;
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- /** vertices count */
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- verticesCount: number;
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- /** index start */
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- indexStart: number;
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- /** indices count */
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- indexCount: number;
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/** @hidden */
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_linesIndexCount: number;
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private _mesh;
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@@ -25368,6 +25375,16 @@ declare module "babylonjs/Meshes/subMesh" {
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*/
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getRenderingMesh(): Mesh;
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/**
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+ * Returns the replacement mesh of the submesh
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+ * @returns the replacement mesh (could be different from parent mesh)
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+ */
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+ getReplacementMesh(): Nullable<AbstractMesh>;
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+ /**
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+ * Returns the effective mesh of the submesh
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+ * @returns the effective mesh (could be different from parent mesh)
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+ */
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+ getEffectiveMesh(): AbstractMesh;
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+ /**
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* Returns the submesh material
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* @returns null or the current material
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*/
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@@ -39114,6 +39131,11 @@ declare module "babylonjs/Animations/animationGroup" {
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*/
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target: any;
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/**
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+ * Returns the string "TargetedAnimation"
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+ * @returns "TargetedAnimation"
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+ */
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+ getClassName(): string;
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+ /**
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* Serialize the object
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* @returns the JSON object representing the current entity
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*/
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@@ -39206,6 +39228,10 @@ declare module "babylonjs/Animations/animationGroup" {
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*/
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get animatables(): Array<Animatable>;
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/**
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+ * Gets the list of target animations
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+ */
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+ get children(): TargetedAnimation[];
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+ /**
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* Instantiates a new Animation Group.
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* This helps managing several animations at once.
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* @see http://doc.babylonjs.com/how_to/group
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@@ -51259,9 +51285,9 @@ declare module "babylonjs/Debug/debugLayer" {
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/**
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* Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
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* @param entity defines the entity to select
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- * @param lineContainerTitle defines the specific block to highlight
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+ * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)
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*/
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- select(entity: any, lineContainerTitle?: string): void;
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+ select(entity: any, lineContainerTitles?: string | string[]): void;
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/** Get the inspector from bundle or global */
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private _getGlobalInspector;
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/**
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@@ -51748,11 +51774,13 @@ declare module "babylonjs/DeviceInput/deviceInputSystem" {
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private _gamepadDisconnectedEvent;
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private static _MAX_KEYCODES;
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private static _MAX_POINTER_INPUTS;
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+ private constructor();
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/**
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- * Default Constructor
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- * @param engine - engine to pull input element from
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+ * Creates a new DeviceInputSystem instance
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+ * @param engine Engine to pull input element from
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+ * @returns The new instance
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*/
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- constructor(engine: Engine);
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+ static Create(engine: Engine): DeviceInputSystem;
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/**
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* Checks for current device input value, given an id and input index
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* @param deviceName Id of connected device
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@@ -63935,6 +63963,96 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/fragCoordBlock" {
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+ import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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+ import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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+ import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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+ /**
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+ * Block used to make gl_FragCoord available
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+ */
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+ export class FragCoordBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new FragCoordBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the xy component
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+ */
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+ get xy(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the xyz component
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+ */
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+ get xyz(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the xyzw component
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+ */
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+ get xyzw(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the x component
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+ */
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+ get x(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the y component
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+ */
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+ get y(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the z component
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+ */
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+ get z(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the w component
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+ */
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+ get output(): NodeMaterialConnectionPoint;
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+ protected writeOutputs(state: NodeMaterialBuildState): string;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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+declare module "babylonjs/Materials/Node/Blocks/Fragment/screenSizeBlock" {
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+ import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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+ import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
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+ import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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+ import { Effect } from "babylonjs/Materials/effect";
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+ import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
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+ import { Mesh } from "babylonjs/Meshes/mesh";
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+ /**
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+ * Block used to get the screen sizes
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+ */
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+ export class ScreenSizeBlock extends NodeMaterialBlock {
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+ private _varName;
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+ private _scene;
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+ /**
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+ * Creates a new ScreenSizeBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the xy component
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+ */
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+ get xy(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the x component
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+ */
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+ get x(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the y component
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+ */
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+ get y(): NodeMaterialConnectionPoint;
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+ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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+ protected writeOutputs(state: NodeMaterialBuildState, varName: string): string;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
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export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
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@@ -63942,6 +64060,8 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
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export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
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export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/fragCoordBlock";
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+ export * from "babylonjs/Materials/Node/Blocks/Fragment/screenSizeBlock";
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}
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declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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@@ -68387,10 +68507,6 @@ declare module "babylonjs/Meshes/thinInstanceMesh" {
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};
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}
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}
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- /**
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- * @hidden
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- */
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- export var _IDoNeedToBeInTheBuild2: number;
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}
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declare module "babylonjs/Meshes/index" {
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export * from "babylonjs/Meshes/abstractMesh";
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@@ -68414,6 +68530,7 @@ declare module "babylonjs/Meshes/index" {
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export * from "babylonjs/Meshes/Builders/index";
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export * from "babylonjs/Meshes/dataBuffer";
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export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
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+ import "babylonjs/Meshes/thinInstanceMesh";
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export * from "babylonjs/Meshes/thinInstanceMesh";
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}
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declare module "babylonjs/Morph/index" {
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@@ -69702,10 +69819,6 @@ declare module "babylonjs/Particles/particleSystemComponent" {
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getHierarchyEmittedParticleSystems(): IParticleSystem[];
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}
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}
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- /**
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- * @hidden
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- */
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- export var _IDoNeedToBeInTheBuild: number;
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}
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declare module "babylonjs/Particles/pointsCloudSystem" {
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import { Color4 } from "babylonjs/Maths/math";
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@@ -70141,6 +70254,7 @@ declare module "babylonjs/Particles/index" {
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export * from "babylonjs/Particles/particle";
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export * from "babylonjs/Particles/particleHelper";
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export * from "babylonjs/Particles/particleSystem";
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+ import "babylonjs/Particles/particleSystemComponent";
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export * from "babylonjs/Particles/particleSystemComponent";
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export * from "babylonjs/Particles/particleSystemSet";
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export * from "babylonjs/Particles/solidParticle";
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@@ -93747,7 +93861,7 @@ declare module BABYLON {
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* @param useInstances specifies that instances should be used
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* @returns a boolean indicating that the submesh is ready or not
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Checks if the material is ready to render the requested mesh
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* @param mesh Define the mesh to render
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@@ -98780,6 +98894,15 @@ declare module BABYLON {
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*/
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get transform(): NodeMaterialConnectionPoint;
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protected _buildBlock(state: NodeMaterialBuildState): this;
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+ /**
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+ * Update defines for shader compilation
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+ * @param mesh defines the mesh to be rendered
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+ * @param nodeMaterial defines the node material requesting the update
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+ * @param defines defines the material defines to update
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+ * @param useInstances specifies that instances should be used
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+ * @param subMesh defines which submesh to render
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+ */
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+ prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean, subMesh?: SubMesh): void;
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serialize(): any;
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_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
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protected _dumpPropertiesCode(): string;
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@@ -101221,7 +101344,7 @@ declare module BABYLON {
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* @param useInstances specifies that instances should be used
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* @returns a boolean indicating that the submesh is ready or not
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Returns the material effect
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* @returns the effect associated with the material
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@@ -101506,7 +101629,7 @@ declare module BABYLON {
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* @param useInstances Define whether or not the material is used with instances
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* @returns true if ready, otherwise false
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*/
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
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+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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/**
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* Clones the current material and its related sub materials
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* @param name Define the name of the newly cloned material
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@@ -101537,9 +101660,19 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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- * Base class for submeshes
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+ * Defines a subdivision inside a mesh
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*/
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- export class BaseSubMesh {
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+ export class SubMesh implements ICullable {
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+ /** the material index to use */
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+ materialIndex: number;
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+ /** vertex index start */
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+ verticesStart: number;
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+ /** vertices count */
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+ verticesCount: number;
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+ /** index start */
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+ indexStart: number;
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+ /** indices count */
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+ indexCount: number;
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/** @hidden */
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_materialDefines: Nullable<MaterialDefines>;
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/** @hidden */
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@@ -101564,21 +101697,6 @@ declare module BABYLON {
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* @param defines defines the set of defines used to compile this effect
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*/
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setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
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- }
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- /**
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- * Defines a subdivision inside a mesh
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- */
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- export class SubMesh extends BaseSubMesh implements ICullable {
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- /** the material index to use */
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- materialIndex: number;
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- /** vertex index start */
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- verticesStart: number;
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- /** vertices count */
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- verticesCount: number;
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- /** index start */
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- indexStart: number;
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- /** indices count */
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- indexCount: number;
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/** @hidden */
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_linesIndexCount: number;
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private _mesh;
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@@ -101662,6 +101780,16 @@ declare module BABYLON {
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*/
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getRenderingMesh(): Mesh;
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/**
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+ * Returns the replacement mesh of the submesh
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+ * @returns the replacement mesh (could be different from parent mesh)
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+ */
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+ getReplacementMesh(): Nullable<AbstractMesh>;
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+ /**
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+ * Returns the effective mesh of the submesh
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+ * @returns the effective mesh (could be different from parent mesh)
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+ */
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+ getEffectiveMesh(): AbstractMesh;
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+ /**
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* Returns the submesh material
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* @returns null or the current material
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*/
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@@ -115039,6 +115167,11 @@ declare module BABYLON {
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*/
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target: any;
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/**
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+ * Returns the string "TargetedAnimation"
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+ * @returns "TargetedAnimation"
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+ */
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+ getClassName(): string;
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+ /**
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* Serialize the object
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* @returns the JSON object representing the current entity
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*/
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@@ -115131,6 +115264,10 @@ declare module BABYLON {
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*/
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get animatables(): Array<Animatable>;
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/**
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+ * Gets the list of target animations
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+ */
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+ get children(): TargetedAnimation[];
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+ /**
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* Instantiates a new Animation Group.
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* This helps managing several animations at once.
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* @see http://doc.babylonjs.com/how_to/group
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@@ -126487,9 +126624,9 @@ declare module BABYLON {
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/**
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* Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
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* @param entity defines the entity to select
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- * @param lineContainerTitle defines the specific block to highlight
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+ * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)
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*/
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- select(entity: any, lineContainerTitle?: string): void;
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+ select(entity: any, lineContainerTitles?: string | string[]): void;
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/** Get the inspector from bundle or global */
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private _getGlobalInspector;
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/**
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@@ -126940,11 +127077,13 @@ declare module BABYLON {
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private _gamepadDisconnectedEvent;
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private static _MAX_KEYCODES;
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private static _MAX_POINTER_INPUTS;
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+ private constructor();
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/**
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- * Default Constructor
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- * @param engine - engine to pull input element from
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+ * Creates a new DeviceInputSystem instance
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+ * @param engine Engine to pull input element from
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+ * @returns The new instance
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*/
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- constructor(engine: Engine);
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+ static Create(engine: Engine): DeviceInputSystem;
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/**
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* Checks for current device input value, given an id and input index
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* @param deviceName Id of connected device
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@@ -138155,6 +138294,87 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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+ * Block used to make gl_FragCoord available
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+ */
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+ export class FragCoordBlock extends NodeMaterialBlock {
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+ /**
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+ * Creates a new FragCoordBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the xy component
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+ */
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+ get xy(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the xyz component
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+ */
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+ get xyz(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the xyzw component
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+ */
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+ get xyzw(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the x component
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+ */
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+ get x(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the y component
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+ */
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+ get y(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the z component
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+ */
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+ get z(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the w component
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+ */
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+ get output(): NodeMaterialConnectionPoint;
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+ protected writeOutputs(state: NodeMaterialBuildState): string;
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
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+declare module BABYLON {
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+ /**
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+ * Block used to get the screen sizes
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+ */
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+ export class ScreenSizeBlock extends NodeMaterialBlock {
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+ private _varName;
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+ private _scene;
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+ /**
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+ * Creates a new ScreenSizeBlock
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+ * @param name defines the block name
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+ */
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+ constructor(name: string);
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ getClassName(): string;
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+ /**
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+ * Gets the xy component
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+ */
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+ get xy(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the x component
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+ */
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+ get x(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the y component
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|
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+ */
|
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+ get y(): NodeMaterialConnectionPoint;
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+ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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+ protected writeOutputs(state: NodeMaterialBuildState, varName: string): string;
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|
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+ protected _buildBlock(state: NodeMaterialBuildState): this;
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+ }
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+}
|
|
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+declare module BABYLON {
|
|
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+ /**
|
|
|
* Block used to add support for scene fog
|
|
|
*/
|
|
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export class FogBlock extends NodeMaterialBlock {
|
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@@ -142163,10 +142383,6 @@ declare module BABYLON {
|
|
|
};
|
|
|
};
|
|
|
}
|
|
|
- /**
|
|
|
- * @hidden
|
|
|
- */
|
|
|
- export var _IDoNeedToBeInTheBuild2: number;
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
@@ -143388,10 +143604,6 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getHierarchyEmittedParticleSystems(): IParticleSystem[];
|
|
|
}
|
|
|
- /**
|
|
|
- * @hidden
|
|
|
- */
|
|
|
- export var _IDoNeedToBeInTheBuild: number;
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/** Defines the 4 color options */
|