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@@ -59568,17 +59568,21 @@ var BABYLON;
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};
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};
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/**
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/**
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* Creates a line system mesh.
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* Creates a line system mesh.
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- * A line system is a pool of many lines gathered in a single mesh.
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- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
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- * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter.
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- * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function.
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- * The parameter `lines` is an array of lines, each line being an array of successive Vector3.
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- * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter. The way to update it is the same than for
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- * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point.
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- * The optional parameter `useVertexAlpha' is to be set to `false` (default `true`) when you don't need the alpha blending (faster).
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- * updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
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- * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines.
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- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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+ * A line system is a pool of many lines gathered in a single mesh
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+ * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
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+ * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
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+ * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
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+ * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
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+ * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
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+ * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
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+ * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
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+ * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
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+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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+ * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
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+ * @param name defines the name of the new line system
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+ * @param options defines the options used to create the line system
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+ * @param scene defines the hosting scene
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+ * @returns a new line system mesh
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*/
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*/
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MeshBuilder.CreateLineSystem = function (name, options, scene) {
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MeshBuilder.CreateLineSystem = function (name, options, scene) {
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var instance = options.instance;
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var instance = options.instance;
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@@ -59625,15 +59629,19 @@ var BABYLON;
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};
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};
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/**
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/**
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* Creates a line mesh.
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* Creates a line mesh.
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- * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
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- * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.
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- * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
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- * The parameter `points` is an array successive Vector3.
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- * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
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- * The optional parameter `colors` is an array of successive Color4, one per line point.
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- * The optional parameter `useVertexAlpha' is to be set to `false` (default `true`) when you don't need alpha blending (faster).
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- * When updating an instance, remember that only point positions can change, not the number of points.
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- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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+ * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
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+ * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
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+ * * The parameter `points` is an array successive Vector3
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+ * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
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+ * * The optional parameter `colors` is an array of successive Color4, one per line point
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+ * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
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+ * * When updating an instance, remember that only point positions can change, not the number of points
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+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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+ * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
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+ * @param name defines the name of the new line system
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+ * @param options defines the options used to create the line system
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+ * @param scene defines the hosting scene
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+ * @returns a new line mesh
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*/
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*/
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MeshBuilder.CreateLines = function (name, options, scene) {
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MeshBuilder.CreateLines = function (name, options, scene) {
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if (scene === void 0) { scene = null; }
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if (scene === void 0) { scene = null; }
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@@ -63389,6 +63397,57 @@ var BABYLON;
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//# sourceMappingURL=babylon.rawTexture.js.map
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//# sourceMappingURL=babylon.rawTexture.js.map
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"use strict";
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"use strict";
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+
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+var BABYLON;
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+(function (BABYLON) {
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+ /**
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+ * Class used to store 3D textures containing user data
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+ */
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+ var RawTexture3D = /** @class */ (function (_super) {
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+ __extends(RawTexture3D, _super);
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+ /**
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+ * Create a new RawTexture3D
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+ * @param data defines the data of the texture
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+ * @param width defines the width of the texture
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+ * @param height defines the height of the texture
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+ * @param depth defines the depth of the texture
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+ * @param format defines the texture format to use
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+ * @param scene defines the hosting scene
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+ * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
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+ * @param invertY defines if texture must be stored with Y axis inverted
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+ * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
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+ */
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+ function RawTexture3D(data, width, height, depth,
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+ /** Gets or sets the texture format to use*/
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+ format, scene, generateMipMaps, invertY, samplingMode) {
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+ if (generateMipMaps === void 0) { generateMipMaps = true; }
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+ if (invertY === void 0) { invertY = false; }
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+ if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
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+ var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
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+ _this.format = format;
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+ _this._engine = scene.getEngine();
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+ _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode);
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+ _this.is3D = true;
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+ return _this;
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+ }
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+ /**
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+ * Update the texture with new data
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+ * @param data defines the data to store in the texture
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+ */
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+ RawTexture3D.prototype.update = function (data) {
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+ if (!this._texture) {
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+ return;
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+ }
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+ this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY);
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+ };
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+ return RawTexture3D;
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+ }(BABYLON.Texture));
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+ BABYLON.RawTexture3D = RawTexture3D;
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+})(BABYLON || (BABYLON = {}));
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+
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+//# sourceMappingURL=babylon.rawTexture3D.js.map
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+
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+"use strict";
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var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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(function (BABYLON) {
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/**
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/**
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