|
@@ -32073,7 +32073,7 @@ var DeviceInputSystem = /** @class */ (function () {
|
|
|
* @returns DeviceType enum value
|
|
|
*/
|
|
|
DeviceInputSystem.prototype._getGamepadDeviceType = function (deviceName) {
|
|
|
- if (deviceName.indexOf("054c") !== -1) { // DualShock 4 Gamepad
|
|
|
+ if (deviceName.indexOf("054c") !== -1 && deviceName.indexOf("0ce6") === -1) { // DualShock 4 Gamepad
|
|
|
return _InputDevices_deviceEnums__WEBPACK_IMPORTED_MODULE_0__["DeviceType"].DualShock;
|
|
|
}
|
|
|
else if (deviceName.indexOf("Xbox One") !== -1 || deviceName.search("Xbox 360") !== -1 || deviceName.search("xinput") !== -1) { // Xbox Gamepad
|
|
@@ -55970,7 +55970,7 @@ var GamepadManager = /** @class */ (function () {
|
|
|
this._oneGamepadConnected = true;
|
|
|
}
|
|
|
var newGamepad;
|
|
|
- var dualShock = (gamepad.id.search("054c") !== -1);
|
|
|
+ var dualShock = (gamepad.id.search("054c") !== -1 && gamepad.id.search("0ce6") === -1);
|
|
|
var xboxOne = (gamepad.id.search("Xbox One") !== -1);
|
|
|
if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1 || gamepad.id.search("045e") !== -1) {
|
|
|
newGamepad = new _xboxGamepad__WEBPACK_IMPORTED_MODULE_3__["Xbox360Pad"](gamepad.id, gamepad.index, gamepad, xboxOne);
|
|
@@ -176183,7 +176183,10 @@ var AmmoJSPlugin = /** @class */ (function () {
|
|
|
}
|
|
|
break;
|
|
|
case _Physics_physicsImpostor__WEBPACK_IMPORTED_MODULE_2__["PhysicsImpostor"].CapsuleImpostor:
|
|
|
- returnValue = new this.bjsAMMO.btCapsuleShape(extendSize.x / 2, extendSize.y / 2);
|
|
|
+ // https://pybullet.org/Bullet/BulletFull/classbtCapsuleShape.html#details
|
|
|
+ // Height is just the height between the center of each 'sphere' of the capsule caps
|
|
|
+ var capRadius = extendSize.x / 2;
|
|
|
+ returnValue = new this.bjsAMMO.btCapsuleShape(capRadius, extendSize.y - capRadius * 2);
|
|
|
break;
|
|
|
case _Physics_physicsImpostor__WEBPACK_IMPORTED_MODULE_2__["PhysicsImpostor"].CylinderImpostor:
|
|
|
this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
|
|
@@ -181697,7 +181700,7 @@ var LensRenderingPipeline = /** @class */ (function (_super) {
|
|
|
*/
|
|
|
LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
|
|
|
/**
|
|
|
- * Sets the amout of grain
|
|
|
+ * Sets the amount of grain
|
|
|
* @param amount Amount of grain
|
|
|
*/
|
|
|
LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
|
|
@@ -181789,7 +181792,7 @@ var LensRenderingPipeline = /** @class */ (function (_super) {
|
|
|
};
|
|
|
/**
|
|
|
* Removes the internal pipeline assets and detaches the pipeline from the scene cameras
|
|
|
- * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
|
|
|
+ * @param disableDepthRender If the scene's depth rendering should be disabled (default: false)
|
|
|
*/
|
|
|
LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
|
|
|
if (disableDepthRender === void 0) { disableDepthRender = false; }
|
|
@@ -182121,7 +182124,7 @@ var SSAO2RenderingPipeline = /** @class */ (function (_super) {
|
|
|
return "SSAO2RenderingPipeline";
|
|
|
};
|
|
|
/**
|
|
|
- * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
|
|
|
+ * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
|
|
|
*/
|
|
|
SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
|
|
|
if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
|
|
@@ -182534,7 +182537,7 @@ var SSAORenderingPipeline = /** @class */ (function (_super) {
|
|
|
return "SSAORenderingPipeline";
|
|
|
};
|
|
|
/**
|
|
|
- * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
|
|
|
+ * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
|
|
|
*/
|
|
|
SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
|
|
|
if (disableDepthRender === void 0) { disableDepthRender = false; }
|
|
@@ -182811,7 +182814,7 @@ var StandardRenderingPipeline = /** @class */ (function (_super) {
|
|
|
*/
|
|
|
_this.depthOfFieldPostProcess = null;
|
|
|
/**
|
|
|
- * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
|
|
|
+ * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.
|
|
|
*/
|
|
|
_this.fxaaPostProcess = null;
|
|
|
/**
|
|
@@ -182965,13 +182968,13 @@ var StandardRenderingPipeline = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(StandardRenderingPipeline.prototype, "hdrAutoExposure", {
|
|
|
/**
|
|
|
- * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
|
|
|
+ * Gets whether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._hdrAutoExposure;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
|
|
|
+ * Sets whether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this._hdrAutoExposure = value;
|
|
@@ -183007,13 +183010,13 @@ var StandardRenderingPipeline = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(StandardRenderingPipeline.prototype, "objectBasedMotionBlur", {
|
|
|
/**
|
|
|
- * Gets wether or not the motion blur post-process is object based or screen based.
|
|
|
+ * Gets whether or not the motion blur post-process is object based or screen based.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._isObjectBasedMotionBlur;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not the motion blur post-process should be object based or screen based
|
|
|
+ * Sets whether or not the motion blur post-process should be object based or screen based
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
var shouldRebuild = this._isObjectBasedMotionBlur !== value;
|
|
@@ -183046,7 +183049,7 @@ var StandardRenderingPipeline = /** @class */ (function (_super) {
|
|
|
Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
|
|
|
/**
|
|
|
* @ignore
|
|
|
- * Specifies if the depth of field pipeline is enabed
|
|
|
+ * Specifies if the depth of field pipeline is enabled
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._depthOfFieldEnabled;
|
|
@@ -183064,7 +183067,7 @@ var StandardRenderingPipeline = /** @class */ (function (_super) {
|
|
|
Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
|
|
|
/**
|
|
|
* @ignore
|
|
|
- * Specifies if the lens flare pipeline is enabed
|
|
|
+ * Specifies if the lens flare pipeline is enabled
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._lensFlareEnabled;
|
|
@@ -184029,8 +184032,8 @@ var PostProcessRenderEffect = /** @class */ (function () {
|
|
|
}
|
|
|
};
|
|
|
/**
|
|
|
- * Detatches the effect on cameras
|
|
|
- * @param cameras The camera to detatch from.
|
|
|
+ * Detaches the effect on cameras
|
|
|
+ * @param cameras The camera to detach from.
|
|
|
* @hidden
|
|
|
*/
|
|
|
PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
|
|
@@ -184510,7 +184513,7 @@ var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function ()
|
|
|
*/
|
|
|
function PostProcessRenderPipelineManagerSceneComponent(scene) {
|
|
|
/**
|
|
|
- * The component name helpfull to identify the component in the list of scene components.
|
|
|
+ * The component name helpful to identify the component in the list of scene components.
|
|
|
*/
|
|
|
this.name = _sceneComponent__WEBPACK_IMPORTED_MODULE_0__["SceneComponentConstants"].NAME_POSTPROCESSRENDERPIPELINEMANAGER;
|
|
|
this.scene = scene;
|
|
@@ -184531,7 +184534,7 @@ var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function ()
|
|
|
}
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources
|
|
|
+ * Disposes the component and the associated resources
|
|
|
*/
|
|
|
PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
|
|
|
if (this.scene._postProcessRenderPipelineManager) {
|
|
@@ -184921,7 +184924,7 @@ __webpack_require__.r(__webpack_exports__);
|
|
|
|
|
|
/**
|
|
|
* The Blur Post Process which blurs an image based on a kernel and direction.
|
|
|
- * Can be used twice in x and y directions to perform a guassian blur in two passes.
|
|
|
+ * Can be used twice in x and y directions to perform a gaussian blur in two passes.
|
|
|
*/
|
|
|
var BlurPostProcess = /** @class */ (function (_super) {
|
|
|
Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"])(BlurPostProcess, _super);
|
|
@@ -184986,13 +184989,13 @@ var BlurPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
|
|
|
/**
|
|
|
- * Gets wether or not the blur is unpacking/repacking floats
|
|
|
+ * Gets whether or not the blur is unpacking/repacking floats
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._packedFloat;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not the blur needs to unpack/repack floats
|
|
|
+ * Sets whether or not the blur needs to unpack/repack floats
|
|
|
*/
|
|
|
set: function (v) {
|
|
|
if (this._packedFloat === v) {
|
|
@@ -185226,7 +185229,7 @@ var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
|
|
|
if (blockCompilation === void 0) { blockCompilation = false; }
|
|
|
var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
|
|
|
/**
|
|
|
- * The amount of seperation of rgb channels (default: 30)
|
|
|
+ * The amount of separation of rgb channels (default: 30)
|
|
|
*/
|
|
|
_this.aberrationAmount = 30;
|
|
|
/**
|
|
@@ -185234,11 +185237,11 @@ var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
|
|
|
*/
|
|
|
_this.radialIntensity = 0;
|
|
|
/**
|
|
|
- * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
|
|
|
+ * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
|
|
|
*/
|
|
|
_this.direction = new _Maths_math_vector__WEBPACK_IMPORTED_MODULE_1__["Vector2"](0.707, 0.707);
|
|
|
/**
|
|
|
- * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
|
|
|
+ * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))
|
|
|
*/
|
|
|
_this.centerPosition = new _Maths_math_vector__WEBPACK_IMPORTED_MODULE_1__["Vector2"](0.5, 0.5);
|
|
|
_this.screenWidth = screenWidth;
|
|
@@ -185338,11 +185341,11 @@ var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
|
|
|
if (blockCompilation === void 0) { blockCompilation = false; }
|
|
|
var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
|
|
|
/**
|
|
|
- * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
|
|
|
+ * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.
|
|
|
*/
|
|
|
_this.lensSize = 50;
|
|
|
/**
|
|
|
- * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
|
|
|
+ * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
|
|
|
*/
|
|
|
_this.fStop = 1.4;
|
|
|
/**
|
|
@@ -185619,7 +185622,7 @@ var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
|
|
|
* @param kernel The size of the kernel used to blur.
|
|
|
* @param options The required width/height ratio to downsize to before computing the render pass.
|
|
|
* @param camera The camera to apply the render pass to.
|
|
|
- * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
|
|
|
+ * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring across edges
|
|
|
* @param imageToBlur The image to apply the blur to (default: Current rendered frame)
|
|
|
* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
|
|
|
* @param engine The engine which the post process will be applied. (default: current engine)
|
|
@@ -185758,7 +185761,7 @@ var DepthOfFieldEffect = /** @class */ (function (_super) {
|
|
|
var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
|
|
|
var ratio = 1.0;
|
|
|
for (var i = 0; i < blurCount; i++) {
|
|
|
- var blurY = new _depthOfFieldBlurPostProcess__WEBPACK_IMPORTED_MODULE_5__["DepthOfFieldBlurPostProcess"]("verticle blur", scene, new _Maths_math_vector__WEBPACK_IMPORTED_MODULE_1__["Vector2"](0, 1.0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, i == 0 ? _this._circleOfConfusion : null, _Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_2__["Texture"].BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
|
|
|
+ var blurY = new _depthOfFieldBlurPostProcess__WEBPACK_IMPORTED_MODULE_5__["DepthOfFieldBlurPostProcess"]("vertical blur", scene, new _Maths_math_vector__WEBPACK_IMPORTED_MODULE_1__["Vector2"](0, 1.0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, i == 0 ? _this._circleOfConfusion : null, _Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_2__["Texture"].BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
|
|
|
blurY.autoClear = false;
|
|
|
ratio = 0.75 / Math.pow(2, i);
|
|
|
var blurX = new _depthOfFieldBlurPostProcess__WEBPACK_IMPORTED_MODULE_5__["DepthOfFieldBlurPostProcess"]("horizontal blur", scene, new _Maths_math_vector__WEBPACK_IMPORTED_MODULE_1__["Vector2"](1.0, 0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, null, _Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_2__["Texture"].BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
|
|
@@ -185822,7 +185825,7 @@ var DepthOfFieldEffect = /** @class */ (function (_super) {
|
|
|
return this._circleOfConfusion.lensSize;
|
|
|
},
|
|
|
/**
|
|
|
- * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
|
|
|
+ * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this._circleOfConfusion.lensSize = value;
|
|
@@ -185831,7 +185834,7 @@ var DepthOfFieldEffect = /** @class */ (function (_super) {
|
|
|
configurable: true
|
|
|
});
|
|
|
/**
|
|
|
- * Get the current class name of the current effet
|
|
|
+ * Get the current class name of the current effect
|
|
|
* @returns "DepthOfFieldEffect"
|
|
|
*/
|
|
|
DepthOfFieldEffect.prototype.getClassName = function () {
|
|
@@ -186564,13 +186567,13 @@ var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
|
|
|
/**
|
|
|
- * Gets wether the color curves effect is enabled.
|
|
|
+ * Gets whether the color curves effect is enabled.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this.imageProcessingConfiguration.colorCurvesEnabled;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether the color curves effect is enabled.
|
|
|
+ * Sets whether the color curves effect is enabled.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this.imageProcessingConfiguration.colorCurvesEnabled = value;
|
|
@@ -186596,13 +186599,13 @@ var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
|
|
|
/**
|
|
|
- * Gets wether the color grading effect is enabled.
|
|
|
+ * Gets whether the color grading effect is enabled.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this.imageProcessingConfiguration.colorGradingEnabled;
|
|
|
},
|
|
|
/**
|
|
|
- * Gets wether the color grading effect is enabled.
|
|
|
+ * Gets whether the color grading effect is enabled.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this.imageProcessingConfiguration.colorGradingEnabled = value;
|
|
@@ -186628,13 +186631,13 @@ var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
|
|
|
/**
|
|
|
- * Gets wether tonemapping is enabled or not.
|
|
|
+ * Gets whether tonemapping is enabled or not.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._imageProcessingConfiguration.toneMappingEnabled;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether tonemapping is enabled or not
|
|
|
+ * Sets whether tonemapping is enabled or not
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this._imageProcessingConfiguration.toneMappingEnabled = value;
|
|
@@ -186790,13 +186793,13 @@ var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
|
|
|
/**
|
|
|
- * Gets wether the vignette effect is enabled.
|
|
|
+ * Gets whether the vignette effect is enabled.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this.imageProcessingConfiguration.vignetteEnabled;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether the vignette effect is enabled.
|
|
|
+ * Sets whether the vignette effect is enabled.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
this.imageProcessingConfiguration.vignetteEnabled = value;
|
|
@@ -186806,13 +186809,13 @@ var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
|
|
|
/**
|
|
|
- * Gets wether the input of the processing is in Gamma or Linear Space.
|
|
|
+ * Gets whether the input of the processing is in Gamma or Linear Space.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._fromLinearSpace;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether the input of the processing is in Gamma or Linear Space.
|
|
|
+ * Sets whether the input of the processing is in Gamma or Linear Space.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
if (this._fromLinearSpace === value) {
|
|
@@ -187155,13 +187158,13 @@ var MotionBlurPostProcess = /** @class */ (function (_super) {
|
|
|
});
|
|
|
Object.defineProperty(MotionBlurPostProcess.prototype, "isObjectBased", {
|
|
|
/**
|
|
|
- * Gets wether or not the motion blur post-process is in object based mode.
|
|
|
+ * Gets whether or not the motion blur post-process is in object based mode.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._isObjectBased;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not the motion blur post-process is in object based mode.
|
|
|
+ * Sets whether or not the motion blur post-process is in object based mode.
|
|
|
*/
|
|
|
set: function (value) {
|
|
|
if (this._isObjectBased === value) {
|
|
@@ -188352,7 +188355,7 @@ var PostProcessManager = /** @class */ (function () {
|
|
|
// Methods
|
|
|
/**
|
|
|
* Prepares a frame to be run through a post process.
|
|
|
- * @param sourceTexture The input texture to the post procesess. (default: null)
|
|
|
+ * @param sourceTexture The input texture to the post processes. (default: null)
|
|
|
* @param postProcesses An array of post processes to be run. (default: null)
|
|
|
* @returns True if the post processes were able to be run.
|
|
|
* @hidden
|
|
@@ -188516,7 +188519,7 @@ __webpack_require__.r(__webpack_exports__);
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * Post process which applies a refractin texture
|
|
|
+ * Post process which applies a refraction texture
|
|
|
* @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
|
|
|
*/
|
|
|
var RefractionPostProcess = /** @class */ (function (_super) {
|
|
@@ -188876,14 +188879,14 @@ var ScreenSpaceReflectionPostProcess = /** @class */ (function (_super) {
|
|
|
};
|
|
|
Object.defineProperty(ScreenSpaceReflectionPostProcess.prototype, "enableSmoothReflections", {
|
|
|
/**
|
|
|
- * Gets wether or not smoothing reflections is enabled.
|
|
|
+ * Gets whether or not smoothing reflections is enabled.
|
|
|
* Enabling smoothing will require more GPU power and can generate a drop in FPS.
|
|
|
*/
|
|
|
get: function () {
|
|
|
return this._enableSmoothReflections;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not smoothing reflections is enabled.
|
|
|
+ * Sets whether or not smoothing reflections is enabled.
|
|
|
* Enabling smoothing will require more GPU power and can generate a drop in FPS.
|
|
|
*/
|
|
|
set: function (enabled) {
|
|
@@ -189103,7 +189106,7 @@ var StereoscopicInterlacePostProcessI = /** @class */ (function (_super) {
|
|
|
/**
|
|
|
* Initializes a StereoscopicInterlacePostProcessI
|
|
|
* @param name The name of the effect.
|
|
|
- * @param rigCameras The rig cameras to be appled to the post process
|
|
|
+ * @param rigCameras The rig cameras to be applied to the post process
|
|
|
* @param isStereoscopicHoriz If the rendered results are horizontal or vertical
|
|
|
* @param isStereoscopicInterlaced If the rendered results are alternate line interlaced
|
|
|
* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
|
|
@@ -189141,8 +189144,8 @@ var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
|
|
|
/**
|
|
|
* Initializes a StereoscopicInterlacePostProcess
|
|
|
* @param name The name of the effect.
|
|
|
- * @param rigCameras The rig cameras to be appled to the post process
|
|
|
- * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
|
|
|
+ * @param rigCameras The rig cameras to be applied to the post process
|
|
|
+ * @param isStereoscopicHoriz If the rendered results are horizontal or vertical
|
|
|
* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
|
|
|
* @param engine The engine which the post process will be applied. (default: current engine)
|
|
|
* @param reusable If the post process can be reused on the same frame. (default: false)
|
|
@@ -189290,7 +189293,7 @@ var TonemapPostProcess = /** @class */ (function (_super) {
|
|
|
* @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
|
|
|
*/
|
|
|
function TonemapPostProcess(name, _operator,
|
|
|
- /** Defines the required exposure adjustement */
|
|
|
+ /** Defines the required exposure adjustment */
|
|
|
exposureAdjustment, camera, samplingMode, engine, textureFormat) {
|
|
|
if (samplingMode === void 0) { samplingMode = _Engines_constants__WEBPACK_IMPORTED_MODULE_2__["Constants"].TEXTURE_BILINEAR_SAMPLINGMODE; }
|
|
|
if (textureFormat === void 0) { textureFormat = _Engines_constants__WEBPACK_IMPORTED_MODULE_2__["Constants"].TEXTURETYPE_UNSIGNED_INT; }
|
|
@@ -189975,7 +189978,7 @@ var ReflectionProbe = /** @class */ (function () {
|
|
|
* @param size defines the texture resolution (for each face)
|
|
|
* @param scene defines the hosting scene
|
|
|
* @param generateMipMaps defines if mip maps should be generated automatically (true by default)
|
|
|
- * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
|
|
|
+ * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)
|
|
|
*/
|
|
|
function ReflectionProbe(
|
|
|
/** defines the name of the probe */
|
|
@@ -190147,14 +190150,14 @@ var ReflectionProbe = /** @class */ (function () {
|
|
|
return ret;
|
|
|
};
|
|
|
/**
|
|
|
- * Get the class name of the relfection probe.
|
|
|
+ * Get the class name of the refection probe.
|
|
|
* @returns "ReflectionProbe"
|
|
|
*/
|
|
|
ReflectionProbe.prototype.getClassName = function () {
|
|
|
return "ReflectionProbe";
|
|
|
};
|
|
|
/**
|
|
|
- * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
|
|
|
+ * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.
|
|
|
* @returns The JSON representation of the texture
|
|
|
*/
|
|
|
ReflectionProbe.prototype.serialize = function () {
|
|
@@ -190283,7 +190286,7 @@ var BoundingBoxRenderer = /** @class */ (function () {
|
|
|
*/
|
|
|
function BoundingBoxRenderer(scene) {
|
|
|
/**
|
|
|
- * The component name helpfull to identify the component in the list of scene components.
|
|
|
+ * The component name helpful to identify the component in the list of scene components.
|
|
|
*/
|
|
|
this.name = _sceneComponent__WEBPACK_IMPORTED_MODULE_6__["SceneComponentConstants"].NAME_BOUNDINGBOXRENDERER;
|
|
|
/**
|
|
@@ -190552,7 +190555,7 @@ var DepthRenderer = /** @class */ (function () {
|
|
|
/** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
|
|
|
this.enabled = true;
|
|
|
/**
|
|
|
- * Specifiess that the depth renderer will only be used within
|
|
|
+ * Specifies that the depth renderer will only be used within
|
|
|
* the camera it is created for.
|
|
|
* This can help forcing its rendering during the camera processing.
|
|
|
*/
|
|
@@ -190814,7 +190817,7 @@ var DepthRendererSceneComponent = /** @class */ (function () {
|
|
|
*/
|
|
|
function DepthRendererSceneComponent(scene) {
|
|
|
/**
|
|
|
- * The component name helpfull to identify the component in the list of scene components.
|
|
|
+ * The component name helpful to identify the component in the list of scene components.
|
|
|
*/
|
|
|
this.name = _sceneComponent__WEBPACK_IMPORTED_MODULE_3__["SceneComponentConstants"].NAME_DEPTHRENDERER;
|
|
|
this.scene = scene;
|
|
@@ -190834,7 +190837,7 @@ var DepthRendererSceneComponent = /** @class */ (function () {
|
|
|
// Nothing to do for this component
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources
|
|
|
+ * Disposes the component and the associated resources
|
|
|
*/
|
|
|
DepthRendererSceneComponent.prototype.dispose = function () {
|
|
|
for (var key in this.scene._depthRenderer) {
|
|
@@ -191508,7 +191511,7 @@ var EdgesRenderer = /** @class */ (function () {
|
|
|
this._indicesCount = this._linesIndices.length;
|
|
|
};
|
|
|
/**
|
|
|
- * Checks wether or not the edges renderer is ready to render.
|
|
|
+ * Checks whether or not the edges renderer is ready to render.
|
|
|
* @return true if ready, otherwise false.
|
|
|
*/
|
|
|
EdgesRenderer.prototype.isReady = function () {
|
|
@@ -191665,7 +191668,7 @@ __webpack_require__.r(__webpack_exports__);
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * This renderer is helpfull to fill one of the render target with a geometry buffer.
|
|
|
+ * This renderer is helpful to fill one of the render target with a geometry buffer.
|
|
|
*/
|
|
|
var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
/**
|
|
@@ -191805,7 +191808,7 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
});
|
|
|
Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
|
|
|
/**
|
|
|
- * Gets wether or not G buffer are supported by the running hardware.
|
|
|
+ * Gets whether or not G buffer are supported by the running hardware.
|
|
|
* This requires draw buffer supports
|
|
|
*/
|
|
|
get: function () {
|
|
@@ -191856,7 +191859,7 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
return this._enableVelocity;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not objects velocities are enabled for the G buffer.
|
|
|
+ * Sets whether or not objects velocities are enabled for the G buffer.
|
|
|
*/
|
|
|
set: function (enable) {
|
|
|
this._enableVelocity = enable;
|
|
@@ -191879,7 +191882,7 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
return this._enableReflectivity;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether or not objects roughness are enabled for the G buffer.
|
|
|
+ * Sets whether or not objects roughness are enabled for the G buffer.
|
|
|
*/
|
|
|
set: function (enable) {
|
|
|
this._enableReflectivity = enable;
|
|
@@ -191913,7 +191916,7 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
configurable: true
|
|
|
});
|
|
|
/**
|
|
|
- * Checks wether everything is ready to render a submesh to the G buffer.
|
|
|
+ * Checks whether everything is ready to render a submesh to the G buffer.
|
|
|
* @param subMesh the submesh to check readiness for
|
|
|
* @param useInstances is the mesh drawn using instance or not
|
|
|
* @returns true if ready otherwise false
|
|
@@ -192384,7 +192387,7 @@ var GeometryBufferRendererSceneComponent = /** @class */ (function () {
|
|
|
// Nothing to do for this component
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources
|
|
|
+ * Disposes the component and the associated resources
|
|
|
*/
|
|
|
GeometryBufferRendererSceneComponent.prototype.dispose = function () {
|
|
|
// Nothing to do for this component
|
|
@@ -192583,7 +192586,7 @@ Object.defineProperty(_Meshes_mesh__WEBPACK_IMPORTED_MODULE_1__["Mesh"].prototyp
|
|
|
configurable: true
|
|
|
});
|
|
|
/**
|
|
|
- * This class is responsible to draw bothe outline/overlay of meshes.
|
|
|
+ * This class is responsible to draw the outline/overlay of meshes.
|
|
|
* It should not be used directly but through the available method on mesh.
|
|
|
*/
|
|
|
var OutlineRenderer = /** @class */ (function () {
|
|
@@ -192619,7 +192622,7 @@ var OutlineRenderer = /** @class */ (function () {
|
|
|
// Nothing to do here.
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources.
|
|
|
+ * Disposes the component and the associated resources.
|
|
|
*/
|
|
|
OutlineRenderer.prototype.dispose = function () {
|
|
|
// Nothing to do here.
|
|
@@ -192678,8 +192681,8 @@ var OutlineRenderer = /** @class */ (function () {
|
|
|
/**
|
|
|
* Returns whether or not the outline renderer is ready for a given submesh.
|
|
|
* All the dependencies e.g. submeshes, texture, effect... mus be ready
|
|
|
- * @param subMesh Defines the submesh to check readyness for
|
|
|
- * @param useInstances Defines wheter wee are trying to render instances or not
|
|
|
+ * @param subMesh Defines the submesh to check readiness for
|
|
|
+ * @param useInstances Defines whether wee are trying to render instances or not
|
|
|
* @returns true if ready otherwise false
|
|
|
*/
|
|
|
OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
|
|
@@ -193594,7 +193597,7 @@ var PrePassRendererSceneComponent = /** @class */ (function () {
|
|
|
this.scene.enablePrePassRenderer();
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources
|
|
|
+ * Disposes the component and the associated resources
|
|
|
*/
|
|
|
PrePassRendererSceneComponent.prototype.dispose = function () {
|
|
|
this.scene.disablePrePassRenderer();
|
|
@@ -194054,7 +194057,7 @@ var RenderingManager = /** @class */ (function () {
|
|
|
this._depthStencilBufferAlreadyCleaned = true;
|
|
|
};
|
|
|
/**
|
|
|
- * Renders the entire managed groups. This is used by the scene or the different rennder targets.
|
|
|
+ * Renders the entire managed groups. This is used by the scene or the different render targets.
|
|
|
* @hidden
|
|
|
*/
|
|
|
RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
|
|
@@ -194173,8 +194176,8 @@ var RenderingManager = /** @class */ (function () {
|
|
|
this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
|
|
|
};
|
|
|
/**
|
|
|
- * Overrides the default sort function applied in the renderging group to prepare the meshes.
|
|
|
- * This allowed control for front to back rendering or reversly depending of the special needs.
|
|
|
+ * Overrides the default sort function applied in the rendering group to prepare the meshes.
|
|
|
+ * This allowed control for front to back rendering or reversely depending of the special needs.
|
|
|
*
|
|
|
* @param renderingGroupId The rendering group id corresponding to its index
|
|
|
* @param opaqueSortCompareFn The opaque queue comparison function use to sort.
|
|
@@ -194655,7 +194658,7 @@ var SubSurfaceSceneComponent = /** @class */ (function () {
|
|
|
// Nothing to do for this component
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources
|
|
|
+ * Disposes the component and the associated resources
|
|
|
*/
|
|
|
SubSurfaceSceneComponent.prototype.dispose = function () {
|
|
|
// Nothing to do for this component
|
|
@@ -199891,7 +199894,7 @@ var SpriteManager = /** @class */ (function () {
|
|
|
* @param cellSize defines the size of a sprite cell
|
|
|
* @param scene defines the hosting scene
|
|
|
* @param epsilon defines the epsilon value to align texture (0.01 by default)
|
|
|
- * @param samplingMode defines the smapling mode to use with spritesheet
|
|
|
+ * @param samplingMode defines the sampling mode to use with spritesheet
|
|
|
* @param fromPacked set to false; do not alter
|
|
|
* @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
|
|
|
*/
|
|
@@ -200355,7 +200358,7 @@ var SpriteManager = /** @class */ (function () {
|
|
|
/**
|
|
|
* Parses a JSON object to create a new sprite manager.
|
|
|
* @param parsedManager The JSON object to parse
|
|
|
- * @param scene The scene to create the sprite managerin
|
|
|
+ * @param scene The scene to create the sprite manager
|
|
|
* @param rootUrl The root url to use to load external dependencies like texture
|
|
|
* @returns the new sprite manager
|
|
|
*/
|
|
@@ -200932,7 +200935,7 @@ var SpritePackedManager = /** @class */ (function (_super) {
|
|
|
* @param scene defines the hosting scene
|
|
|
* @param spriteJSON null otherwise a JSON object defining sprite sheet data
|
|
|
* @param epsilon defines the epsilon value to align texture (0.01 by default)
|
|
|
- * @param samplingMode defines the smapling mode to use with spritesheet
|
|
|
+ * @param samplingMode defines the sampling mode to use with spritesheet
|
|
|
* @param fromPacked set to true; do not alter
|
|
|
*/
|
|
|
function SpritePackedManager(
|
|
@@ -201454,7 +201457,7 @@ var SpriteSceneComponent = /** @class */ (function () {
|
|
|
/** Nothing to do for sprites */
|
|
|
};
|
|
|
/**
|
|
|
- * Disposes the component and the associated ressources.
|
|
|
+ * Disposes the component and the associated resources.
|
|
|
*/
|
|
|
SpriteSceneComponent.prototype.dispose = function () {
|
|
|
this.scene.onBeforeSpritesRenderingObservable.clear();
|
|
@@ -204065,7 +204068,7 @@ var WebXRMotionControllerTeleportation = /** @class */ (function (_super) {
|
|
|
return this._rotationEnabled;
|
|
|
},
|
|
|
/**
|
|
|
- * Sets wether rotation is enabled or not
|
|
|
+ * Sets whether rotation is enabled or not
|
|
|
* @param enabled is rotation enabled when teleportation is shown
|
|
|
*/
|
|
|
set: function (enabled) {
|
|
@@ -208966,7 +208969,7 @@ var WebXRDefaultExperience = /** @class */ (function () {
|
|
|
});
|
|
|
};
|
|
|
/**
|
|
|
- * DIsposes of the experience helper
|
|
|
+ * Disposes of the experience helper
|
|
|
*/
|
|
|
WebXRDefaultExperience.prototype.dispose = function () {
|
|
|
if (this.baseExperience) {
|
|
@@ -210153,7 +210156,7 @@ __webpack_require__.r(__webpack_exports__);
|
|
|
|
|
|
|
|
|
/**
|
|
|
- * COnfiguration object for WebXR output canvas
|
|
|
+ * Configuration object for WebXR output canvas
|
|
|
*/
|
|
|
var WebXRManagedOutputCanvasOptions = /** @class */ (function () {
|
|
|
function WebXRManagedOutputCanvasOptions() {
|
|
@@ -210198,7 +210201,7 @@ var WebXRManagedOutputCanvas = /** @class */ (function () {
|
|
|
*/
|
|
|
this.xrLayer = null;
|
|
|
/**
|
|
|
- * Obseervers registered here will be triggered when the xr layer was initialized
|
|
|
+ * Observers registered here will be triggered when the xr layer was initialized
|
|
|
*/
|
|
|
this.onXRLayerInitObservable = new _Misc_observable__WEBPACK_IMPORTED_MODULE_0__["Observable"]();
|
|
|
this._engine = _xrSessionManager.scene.getEngine();
|