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@@ -7565,8 +7565,9 @@ declare module "babylonjs/Meshes/transformNode" {
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* Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
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*/
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scalingDeterminant: number;
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+ private _infiniteDistance;
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/**
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- * Sets the distance of the object to max, often used by skybox
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+ * Gets or sets the distance of the object to max, often used by skybox
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*/
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infiniteDistance: boolean;
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/**
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@@ -7863,9 +7864,12 @@ declare module "babylonjs/Meshes/transformNode" {
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* @hidden
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*/
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protected _getEffectiveParent(): Nullable<Node>;
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- private _activeCompositionProcess;
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+ private _activeCompositionProcessor;
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private _defaultCompositionProcessor;
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private _pivotCompositionProcessor;
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+ private _translationProcessor;
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+ private _defaultTranslationProcessor;
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+ private _infiniteDistanceTranslationProcessor;
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private _activeParentProcessor;
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private _activeBillboardPostProcessor;
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private _defaultParentProcessor;
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@@ -17007,7 +17011,7 @@ declare module "babylonjs/Meshes/instancedMesh" {
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/** @hidden */
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_preActivate(): InstancedMesh;
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/** @hidden */
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- _activate(renderId: number): InstancedMesh;
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+ _activate(renderId: number): boolean;
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/**
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* Returns the current associated LOD AbstractMesh.
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*/
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@@ -17643,6 +17647,7 @@ declare module "babylonjs/Rendering/renderingGroup" {
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { Nullable } from "babylonjs/types";
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import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
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+ import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
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import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
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import { Material } from "babylonjs/Materials/material";
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import { Scene } from "babylonjs/scene";
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@@ -17667,7 +17672,8 @@ declare module "babylonjs/Rendering/renderingGroup" {
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private _renderOpaque;
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private _renderAlphaTest;
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private _renderTransparent;
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- private _edgesRenderers;
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+ /** @hidden */
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+ _edgesRenderers: SmartArray<IEdgesRenderer>;
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onBeforeTransparentRendering: () => void;
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/**
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* Set the opaque sort comparison function.
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@@ -18812,6 +18818,7 @@ declare module "babylonjs/Animations/runtimeAnimation" {
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*/
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private _activeTargets;
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private _currentActiveTarget;
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+ private _directTarget;
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/**
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* The target path of the runtime animation
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*/
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@@ -18834,6 +18841,11 @@ declare module "babylonjs/Animations/runtimeAnimation" {
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private _previousRatio;
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private _enableBlending;
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private _correctLoopMode;
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+ private _keys;
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+ private _minFrame;
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+ private _maxFrame;
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+ private _minValue;
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+ private _maxValue;
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/**
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* Gets the current frame of the runtime animation
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*/
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@@ -18862,6 +18874,8 @@ declare module "babylonjs/Animations/runtimeAnimation" {
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* @param host defines the initiating Animatable
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*/
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constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
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+ private _normalizationProcessor;
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+ private _defaultNormalizationProcessor;
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private _preparePath;
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/**
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* Gets the animation from the runtime animation
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@@ -18893,10 +18907,10 @@ declare module "babylonjs/Animations/runtimeAnimation" {
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private _interpolate;
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/**
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* Apply the interpolated value to the target
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- * @param currentValue defines the value computed by the animation
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- * @param weight defines the weight to apply to this value (Defaults to 1.0)
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*/
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- setValue(currentValue: any, weight?: number): void;
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+ setValue: (currentValue: any, weight: number) => void;
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+ private _setValueForArray;
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+ private _setValueForDirect;
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private _getOriginalValues;
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private _activeBlendingProcessor;
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private _noBlendingProcessor;
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@@ -20983,12 +20997,14 @@ declare module "babylonjs/Meshes/mesh" {
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**/
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class _InstanceDataStorage {
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visibleInstances: any;
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- renderIdForInstances: number[];
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batchCache: _InstancesBatch;
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instancesBufferSize: number;
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instancesBuffer: Nullable<Buffer>;
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instancesData: Float32Array;
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overridenInstanceCount: number;
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+ isFrozen: boolean;
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+ _previousBatch: _InstancesBatch;
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+ hardwareInstancedRendering: boolean;
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}
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/**
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* @hidden
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@@ -20997,6 +21013,7 @@ declare module "babylonjs/Meshes/mesh" {
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mustReturn: boolean;
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visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
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renderSelf: boolean[];
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+ hardwareInstancedRendering: boolean[];
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}
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/**
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* Class used to represent renderable models
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@@ -21489,6 +21506,10 @@ declare module "babylonjs/Meshes/mesh" {
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_renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
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/** @hidden */
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_processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
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+ /** @hidden */
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+ _freeze(): void;
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+ /** @hidden */
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+ _unFreeze(): void;
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/**
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* Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
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* @param subMesh defines the subMesh to render
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@@ -24442,6 +24463,7 @@ declare module "babylonjs/Meshes/abstractMesh" {
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import { Ray } from "babylonjs/Culling/ray";
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import { Collider } from "babylonjs/Collisions/collider";
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import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
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+ import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
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/**
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* Class used to store all common mesh properties
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*/
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@@ -24576,6 +24598,10 @@ declare module "babylonjs/Meshes/abstractMesh" {
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/** @hidden */
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_occlusionQuery: Nullable<WebGLQuery>;
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private _visibility;
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+ /** @hidden */
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+ _isActive: boolean;
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+ /** @hidden */
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+ _renderingGroup: RenderingGroup;
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/**
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* Gets or sets mesh visibility between 0 and 1 (default is 1)
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*/
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@@ -24902,7 +24928,11 @@ declare module "babylonjs/Meshes/abstractMesh" {
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/** @hidden */
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_preActivateForIntermediateRendering(renderId: number): void;
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/** @hidden */
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- _activate(renderId: number): void;
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+ _activate(renderId: number): boolean;
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+ /** @hidden */
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+ _freeze(): void;
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+ /** @hidden */
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+ _unFreeze(): void;
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/**
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* Gets the current world matrix
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* @returns a Matrix
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@@ -29708,6 +29738,7 @@ declare module "babylonjs/Materials/effect" {
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private _engine;
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private _uniformBuffersNames;
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private _uniformsNames;
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+ private _samplerList;
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private _samplers;
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private _isReady;
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private _compilationError;
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@@ -66966,8 +66997,9 @@ declare module BABYLON {
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* Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
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*/
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scalingDeterminant: number;
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+ private _infiniteDistance;
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/**
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- * Sets the distance of the object to max, often used by skybox
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+ * Gets or sets the distance of the object to max, often used by skybox
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*/
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infiniteDistance: boolean;
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/**
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@@ -67264,9 +67296,12 @@ declare module BABYLON {
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* @hidden
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*/
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protected _getEffectiveParent(): Nullable<Node>;
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- private _activeCompositionProcess;
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+ private _activeCompositionProcessor;
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private _defaultCompositionProcessor;
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private _pivotCompositionProcessor;
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+ private _translationProcessor;
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+ private _defaultTranslationProcessor;
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+ private _infiniteDistanceTranslationProcessor;
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private _activeParentProcessor;
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private _activeBillboardPostProcessor;
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private _defaultParentProcessor;
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@@ -76066,7 +76101,7 @@ declare module BABYLON {
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/** @hidden */
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_preActivate(): InstancedMesh;
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/** @hidden */
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- _activate(renderId: number): InstancedMesh;
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+ _activate(renderId: number): boolean;
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/**
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* Returns the current associated LOD AbstractMesh.
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*/
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@@ -76677,7 +76712,8 @@ declare module BABYLON {
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private _renderOpaque;
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private _renderAlphaTest;
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private _renderTransparent;
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- private _edgesRenderers;
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+ /** @hidden */
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+ _edgesRenderers: SmartArray<IEdgesRenderer>;
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onBeforeTransparentRendering: () => void;
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/**
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* Set the opaque sort comparison function.
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@@ -77785,6 +77821,7 @@ declare module BABYLON {
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*/
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private _activeTargets;
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private _currentActiveTarget;
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+ private _directTarget;
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/**
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* The target path of the runtime animation
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*/
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@@ -77807,6 +77844,11 @@ declare module BABYLON {
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private _previousRatio;
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private _enableBlending;
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private _correctLoopMode;
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+ private _keys;
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+ private _minFrame;
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+ private _maxFrame;
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+ private _minValue;
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+ private _maxValue;
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/**
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* Gets the current frame of the runtime animation
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*/
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@@ -77835,6 +77877,8 @@ declare module BABYLON {
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* @param host defines the initiating Animatable
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*/
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constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
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+ private _normalizationProcessor;
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+ private _defaultNormalizationProcessor;
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private _preparePath;
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/**
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* Gets the animation from the runtime animation
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@@ -77866,10 +77910,10 @@ declare module BABYLON {
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private _interpolate;
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/**
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* Apply the interpolated value to the target
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- * @param currentValue defines the value computed by the animation
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- * @param weight defines the weight to apply to this value (Defaults to 1.0)
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*/
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- setValue(currentValue: any, weight?: number): void;
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+ setValue: (currentValue: any, weight: number) => void;
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+ private _setValueForArray;
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+ private _setValueForDirect;
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private _getOriginalValues;
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private _activeBlendingProcessor;
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private _noBlendingProcessor;
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@@ -79879,12 +79923,14 @@ declare module BABYLON {
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**/
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class _InstanceDataStorage {
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visibleInstances: any;
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- renderIdForInstances: number[];
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batchCache: _InstancesBatch;
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instancesBufferSize: number;
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instancesBuffer: Nullable<Buffer>;
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instancesData: Float32Array;
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overridenInstanceCount: number;
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+ isFrozen: boolean;
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+ _previousBatch: _InstancesBatch;
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+ hardwareInstancedRendering: boolean;
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}
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/**
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* @hidden
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@@ -79893,6 +79939,7 @@ declare module BABYLON {
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mustReturn: boolean;
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visibleInstances: Nullable<InstancedMesh[]>[];
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renderSelf: boolean[];
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+ hardwareInstancedRendering: boolean[];
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}
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/**
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* Class used to represent renderable models
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@@ -80385,6 +80432,10 @@ declare module BABYLON {
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_renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
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/** @hidden */
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_processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
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+ /** @hidden */
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+ _freeze(): void;
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+ /** @hidden */
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+ _unFreeze(): void;
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/**
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* Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
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* @param subMesh defines the subMesh to render
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@@ -83396,6 +83447,10 @@ declare module BABYLON {
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/** @hidden */
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_occlusionQuery: Nullable<WebGLQuery>;
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private _visibility;
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+ /** @hidden */
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+ _isActive: boolean;
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+ /** @hidden */
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+ _renderingGroup: RenderingGroup;
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/**
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* Gets or sets mesh visibility between 0 and 1 (default is 1)
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*/
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@@ -83722,7 +83777,11 @@ declare module BABYLON {
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/** @hidden */
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_preActivateForIntermediateRendering(renderId: number): void;
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/** @hidden */
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- _activate(renderId: number): void;
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+ _activate(renderId: number): boolean;
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+ /** @hidden */
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+ _freeze(): void;
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+ /** @hidden */
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+ _unFreeze(): void;
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/**
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* Gets the current world matrix
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* @returns a Matrix
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@@ -88435,6 +88494,7 @@ declare module BABYLON {
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private _engine;
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private _uniformBuffersNames;
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private _uniformsNames;
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+ private _samplerList;
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private _samplers;
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private _isReady;
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private _compilationError;
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