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@@ -3794,6 +3794,241 @@ declare module BABYLON {
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}
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}
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+declare module BABYLON.Debug {
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+ class AxesViewer {
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+ private _xline;
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+ private _yline;
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+ private _zline;
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+ private _xmesh;
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+ private _ymesh;
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+ private _zmesh;
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+ scene: Scene;
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+ scaleLines: number;
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+ constructor(scene: Scene, scaleLines?: number);
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+ update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON.Debug {
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+ class BoneAxesViewer extends Debug.AxesViewer {
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+ mesh: Mesh;
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+ bone: Bone;
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+ pos: Vector3;
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+ xaxis: Vector3;
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+ yaxis: Vector3;
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+ zaxis: Vector3;
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+ constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
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+ update(): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class DebugLayer {
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+ private _scene;
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+ static InspectorURL: string;
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+ private _inspector;
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+ constructor(scene: Scene);
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+ /** Creates the inspector window. */
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+ private _createInspector(config?);
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+ isVisible(): boolean;
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+ hide(): void;
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+ show(config?: {
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+ popup?: boolean;
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+ initialTab?: number;
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+ parentElement?: HTMLElement;
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+ newColors?: {
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+ backgroundColor?: string;
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+ backgroundColorLighter?: string;
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+ backgroundColorLighter2?: string;
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+ backgroundColorLighter3?: string;
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+ color?: string;
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+ colorTop?: string;
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+ colorBot?: string;
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+ };
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+ }): void;
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+ }
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+}
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+
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+declare module BABYLON.Debug {
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+ class PhysicsViewer {
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+ protected _impostors: Array<PhysicsImpostor>;
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+ protected _meshes: Array<AbstractMesh>;
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+ protected _scene: Scene;
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+ protected _numMeshes: number;
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+ protected _physicsEnginePlugin: IPhysicsEnginePlugin;
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+ private _renderFunction;
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+ constructor(scene: Scene);
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+ protected _updateDebugMeshes(): void;
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+ showImpostor(impostor: PhysicsImpostor): void;
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+ hideImpostor(impostor: PhysicsImpostor): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class RayHelper {
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+ ray: Ray;
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+ private _renderPoints;
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+ private _renderLine;
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+ private _renderFunction;
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+ private _scene;
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+ private _updateToMeshFunction;
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+ private _attachedToMesh;
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+ private _meshSpaceDirection;
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+ private _meshSpaceOrigin;
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+ static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
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+ constructor(ray: Ray);
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+ show(scene: Scene, color: Color3): void;
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+ hide(): void;
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+ private _render();
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+ attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
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+ detachFromMesh(): void;
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+ private _updateToMesh();
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON.Debug {
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+ /**
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+ * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
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+ */
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+ class SkeletonViewer {
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+ skeleton: Skeleton;
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+ mesh: AbstractMesh;
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+ autoUpdateBonesMatrices: boolean;
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+ renderingGroupId: number;
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+ color: Color3;
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+ private _scene;
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+ private _debugLines;
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+ private _debugMesh;
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+ private _isEnabled;
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+ private _renderFunction;
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+ constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
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+ isEnabled: boolean;
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+ private _getBonePosition(position, bone, meshMat, x?, y?, z?);
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+ private _getLinesForBonesWithLength(bones, meshMat);
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+ private _getLinesForBonesNoLength(bones, meshMat);
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+ update(): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingBox implements ICullable {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ vectors: Vector3[];
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+ center: Vector3;
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+ centerWorld: Vector3;
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+ extendSize: Vector3;
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+ extendSizeWorld: Vector3;
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+ directions: Vector3[];
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+ vectorsWorld: Vector3[];
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+ minimumWorld: Vector3;
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+ maximumWorld: Vector3;
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+ private _worldMatrix;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ getWorldMatrix(): Matrix;
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+ setWorldMatrix(matrix: Matrix): BoundingBox;
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
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+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ interface ICullable {
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ }
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+ class BoundingInfo implements ICullable {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ boundingBox: BoundingBox;
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+ boundingSphere: BoundingSphere;
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+ private _isLocked;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ isLocked: boolean;
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+ update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ _checkCollision(collider: Collider): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingSphere {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ center: Vector3;
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+ radius: number;
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+ centerWorld: Vector3;
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+ radiusWorld: number;
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+ private _tempRadiusVector;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Ray {
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+ origin: Vector3;
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+ direction: Vector3;
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+ length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ private _tmpRay;
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+ private _rayHelper;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ intersectsBox(box: BoundingBox): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ intersectsPlane(plane: Plane): number;
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+ intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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+ intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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+ private _comparePickingInfo(pickingInfoA, pickingInfoB);
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+ private static smallnum;
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+ private static rayl;
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+ /**
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+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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+ }
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+}
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+
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declare module BABYLON {
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class Collider {
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radius: Vector3;
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@@ -4020,255 +4255,65 @@ declare module BABYLON {
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distance: number;
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faceId: number;
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subMeshId: number;
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- constructor(bu: number, bv: number, distance: number);
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- }
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- class PickingInfo {
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- hit: boolean;
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- distance: number;
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- pickedPoint: Vector3;
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- pickedMesh: AbstractMesh;
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- bu: number;
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- bv: number;
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- faceId: number;
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- subMeshId: number;
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- pickedSprite: Sprite;
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- getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
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- getTextureCoordinates(): Vector2;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingBox implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- vectors: Vector3[];
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- center: Vector3;
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- centerWorld: Vector3;
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- extendSize: Vector3;
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- extendSizeWorld: Vector3;
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- directions: Vector3[];
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- vectorsWorld: Vector3[];
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- minimumWorld: Vector3;
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- maximumWorld: Vector3;
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- private _worldMatrix;
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- constructor(minimum: Vector3, maximum: Vector3);
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- getWorldMatrix(): Matrix;
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- setWorldMatrix(matrix: Matrix): BoundingBox;
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsMinMax(min: Vector3, max: Vector3): boolean;
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- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- interface ICullable {
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- }
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- class BoundingInfo implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- boundingBox: BoundingBox;
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- boundingSphere: BoundingSphere;
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- private _isLocked;
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- constructor(minimum: Vector3, maximum: Vector3);
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- isLocked: boolean;
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- update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- _checkCollision(collider: Collider): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingSphere {
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- minimum: Vector3;
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- maximum: Vector3;
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- center: Vector3;
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- radius: number;
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- centerWorld: Vector3;
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- radiusWorld: number;
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- private _tempRadiusVector;
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- constructor(minimum: Vector3, maximum: Vector3);
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class Ray {
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- origin: Vector3;
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- direction: Vector3;
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- length: number;
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- private _edge1;
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- private _edge2;
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- private _pvec;
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- private _tvec;
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- private _qvec;
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- private _tmpRay;
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- private _rayHelper;
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- constructor(origin: Vector3, direction: Vector3, length?: number);
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- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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- intersectsBox(box: BoundingBox): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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- intersectsPlane(plane: Plane): number;
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- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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- intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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- private _comparePickingInfo(pickingInfoA, pickingInfoB);
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- private static smallnum;
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- private static rayl;
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- /**
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- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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- * @param sega the first point of the segment to test the intersection against
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- * @param segb the second point of the segment to test the intersection against
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- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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- */
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- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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- /**
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- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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- * transformed to the given world matrix.
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- * @param origin The origin point
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- * @param end The end point
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- * @param world a matrix to transform the ray to. Default is the identity matrix.
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- */
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- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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- static Transform(ray: Ray, matrix: Matrix): Ray;
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- static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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- }
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-}
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-
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-declare module BABYLON.Debug {
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- class AxesViewer {
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- private _xline;
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- private _yline;
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- private _zline;
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- private _xmesh;
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- private _ymesh;
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- private _zmesh;
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- scene: Scene;
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- scaleLines: number;
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- constructor(scene: Scene, scaleLines?: number);
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- update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON.Debug {
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- class BoneAxesViewer extends Debug.AxesViewer {
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- mesh: Mesh;
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- bone: Bone;
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- pos: Vector3;
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|
|
- xaxis: Vector3;
|
|
|
- yaxis: Vector3;
|
|
|
- zaxis: Vector3;
|
|
|
- constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
|
|
|
- update(): void;
|
|
|
- dispose(): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class DebugLayer {
|
|
|
- private _scene;
|
|
|
- static InspectorURL: string;
|
|
|
- private _inspector;
|
|
|
- constructor(scene: Scene);
|
|
|
- /** Creates the inspector window. */
|
|
|
- private _createInspector(config?);
|
|
|
- isVisible(): boolean;
|
|
|
- hide(): void;
|
|
|
- show(config?: {
|
|
|
- popup?: boolean;
|
|
|
- initialTab?: number;
|
|
|
- parentElement?: HTMLElement;
|
|
|
- newColors?: {
|
|
|
- backgroundColor?: string;
|
|
|
- backgroundColorLighter?: string;
|
|
|
- backgroundColorLighter2?: string;
|
|
|
- backgroundColorLighter3?: string;
|
|
|
- color?: string;
|
|
|
- colorTop?: string;
|
|
|
- colorBot?: string;
|
|
|
- };
|
|
|
- }): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON.Debug {
|
|
|
- class PhysicsViewer {
|
|
|
- protected _impostors: Array<PhysicsImpostor>;
|
|
|
- protected _meshes: Array<AbstractMesh>;
|
|
|
- protected _scene: Scene;
|
|
|
- protected _numMeshes: number;
|
|
|
- protected _physicsEnginePlugin: IPhysicsEnginePlugin;
|
|
|
- private _renderFunction;
|
|
|
- constructor(scene: Scene);
|
|
|
- protected _updateDebugMeshes(): void;
|
|
|
- showImpostor(impostor: PhysicsImpostor): void;
|
|
|
- hideImpostor(impostor: PhysicsImpostor): void;
|
|
|
- dispose(): void;
|
|
|
+ constructor(bu: number, bv: number, distance: number);
|
|
|
+ }
|
|
|
+ class PickingInfo {
|
|
|
+ hit: boolean;
|
|
|
+ distance: number;
|
|
|
+ pickedPoint: Vector3;
|
|
|
+ pickedMesh: AbstractMesh;
|
|
|
+ bu: number;
|
|
|
+ bv: number;
|
|
|
+ faceId: number;
|
|
|
+ subMeshId: number;
|
|
|
+ pickedSprite: Sprite;
|
|
|
+ getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
|
|
|
+ getTextureCoordinates(): Vector2;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class RayHelper {
|
|
|
- ray: Ray;
|
|
|
- private _renderPoints;
|
|
|
- private _renderLine;
|
|
|
- private _renderFunction;
|
|
|
- private _scene;
|
|
|
- private _updateToMeshFunction;
|
|
|
- private _attachedToMesh;
|
|
|
- private _meshSpaceDirection;
|
|
|
- private _meshSpaceOrigin;
|
|
|
- static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
|
|
|
- constructor(ray: Ray);
|
|
|
- show(scene: Scene, color: Color3): void;
|
|
|
- hide(): void;
|
|
|
- private _render();
|
|
|
- attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
|
|
|
- detachFromMesh(): void;
|
|
|
- private _updateToMesh();
|
|
|
- dispose(): void;
|
|
|
+ class LensFlare {
|
|
|
+ size: number;
|
|
|
+ position: number;
|
|
|
+ color: Color3;
|
|
|
+ texture: Texture;
|
|
|
+ alphaMode: number;
|
|
|
+ private _system;
|
|
|
+ constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
|
+ dispose: () => void;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Debug {
|
|
|
- /**
|
|
|
- * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
|
|
|
- */
|
|
|
- class SkeletonViewer {
|
|
|
- skeleton: Skeleton;
|
|
|
- mesh: AbstractMesh;
|
|
|
- autoUpdateBonesMatrices: boolean;
|
|
|
- renderingGroupId: number;
|
|
|
- color: Color3;
|
|
|
+declare module BABYLON {
|
|
|
+ class LensFlareSystem {
|
|
|
+ name: string;
|
|
|
+ lensFlares: LensFlare[];
|
|
|
+ borderLimit: number;
|
|
|
+ viewportBorder: number;
|
|
|
+ meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
|
+ layerMask: number;
|
|
|
+ id: string;
|
|
|
private _scene;
|
|
|
- private _debugLines;
|
|
|
- private _debugMesh;
|
|
|
+ private _emitter;
|
|
|
+ private _vertexBuffers;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _effect;
|
|
|
+ private _positionX;
|
|
|
+ private _positionY;
|
|
|
private _isEnabled;
|
|
|
- private _renderFunction;
|
|
|
- constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
|
|
|
+ constructor(name: string, emitter: any, scene: Scene);
|
|
|
isEnabled: boolean;
|
|
|
- private _getBonePosition(position, bone, meshMat, x?, y?, z?);
|
|
|
- private _getLinesForBonesWithLength(bones, meshMat);
|
|
|
- private _getLinesForBonesNoLength(bones, meshMat);
|
|
|
- update(): void;
|
|
|
+ getScene(): Scene;
|
|
|
+ getEmitter(): any;
|
|
|
+ setEmitter(newEmitter: any): void;
|
|
|
+ getEmitterPosition(): Vector3;
|
|
|
+ computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
+ _isVisible(): boolean;
|
|
|
+ render(): boolean;
|
|
|
dispose(): void;
|
|
|
+ static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
+ serialize(): any;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -4529,51 +4574,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class LensFlare {
|
|
|
- size: number;
|
|
|
- position: number;
|
|
|
- color: Color3;
|
|
|
- texture: Texture;
|
|
|
- alphaMode: number;
|
|
|
- private _system;
|
|
|
- constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
|
- dispose: () => void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class LensFlareSystem {
|
|
|
- name: string;
|
|
|
- lensFlares: LensFlare[];
|
|
|
- borderLimit: number;
|
|
|
- viewportBorder: number;
|
|
|
- meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
|
- layerMask: number;
|
|
|
- id: string;
|
|
|
- private _scene;
|
|
|
- private _emitter;
|
|
|
- private _vertexBuffers;
|
|
|
- private _indexBuffer;
|
|
|
- private _effect;
|
|
|
- private _positionX;
|
|
|
- private _positionY;
|
|
|
- private _isEnabled;
|
|
|
- constructor(name: string, emitter: any, scene: Scene);
|
|
|
- isEnabled: boolean;
|
|
|
- getScene(): Scene;
|
|
|
- getEmitter(): any;
|
|
|
- setEmitter(newEmitter: any): void;
|
|
|
- getEmitterPosition(): Vector3;
|
|
|
- computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
|
- _isVisible(): boolean;
|
|
|
- render(): boolean;
|
|
|
- dispose(): void;
|
|
|
- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
|
|
|
- serialize(): any;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
class DirectionalLight extends ShadowLight {
|
|
|
private _shadowFrustumSize;
|
|
|
/**
|
|
@@ -8311,7 +8311,7 @@ declare module BABYLON {
|
|
|
* Creates a Viewport object located at (x, y) and sized (width, height).
|
|
|
*/
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
- toGlobal(renderWidth: number, renderHeight: number): Viewport;
|
|
|
+ toGlobal(renderWidthOrEngine: number | Engine, renderHeight: number): Viewport;
|
|
|
/**
|
|
|
* Returns a new Viewport copied from the current one.
|
|
|
*/
|
|
@@ -11941,6 +11941,69 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
+ class MorphTarget {
|
|
|
+ name: string;
|
|
|
+ animations: Animation[];
|
|
|
+ private _positions;
|
|
|
+ private _normals;
|
|
|
+ private _tangents;
|
|
|
+ private _influence;
|
|
|
+ onInfluenceChanged: Observable<boolean>;
|
|
|
+ influence: number;
|
|
|
+ constructor(name: string, influence?: number);
|
|
|
+ readonly hasNormals: boolean;
|
|
|
+ readonly hasTangents: boolean;
|
|
|
+ setPositions(data: Float32Array | number[]): void;
|
|
|
+ getPositions(): Float32Array;
|
|
|
+ setNormals(data: Float32Array | number[]): void;
|
|
|
+ getNormals(): Float32Array;
|
|
|
+ setTangents(data: Float32Array | number[]): void;
|
|
|
+ getTangents(): Float32Array;
|
|
|
+ /**
|
|
|
+ * Serializes the current target into a Serialization object.
|
|
|
+ * Returns the serialized object.
|
|
|
+ */
|
|
|
+ serialize(): any;
|
|
|
+ static Parse(serializationObject: any): MorphTarget;
|
|
|
+ static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
+ class MorphTargetManager {
|
|
|
+ private _targets;
|
|
|
+ private _targetObservable;
|
|
|
+ private _activeTargets;
|
|
|
+ private _scene;
|
|
|
+ private _influences;
|
|
|
+ private _supportsNormals;
|
|
|
+ private _supportsTangents;
|
|
|
+ private _vertexCount;
|
|
|
+ private _uniqueId;
|
|
|
+ constructor(scene?: Scene);
|
|
|
+ readonly uniqueId: number;
|
|
|
+ readonly vertexCount: number;
|
|
|
+ readonly supportsNormals: boolean;
|
|
|
+ readonly supportsTangents: boolean;
|
|
|
+ readonly numTargets: number;
|
|
|
+ readonly numInfluencers: number;
|
|
|
+ readonly influences: Float32Array;
|
|
|
+ getActiveTarget(index: number): MorphTarget;
|
|
|
+ getTarget(index: number): MorphTarget;
|
|
|
+ addTarget(target: MorphTarget): void;
|
|
|
+ removeTarget(target: MorphTarget): void;
|
|
|
+ /**
|
|
|
+ * Serializes the current manager into a Serialization object.
|
|
|
+ * Returns the serialized object.
|
|
|
+ */
|
|
|
+ serialize(): any;
|
|
|
+ private _onInfluenceChanged(needUpdate);
|
|
|
+ private _syncActiveTargets(needUpdate);
|
|
|
+ static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class Particle {
|
|
|
position: Vector3;
|
|
|
direction: Vector3;
|
|
@@ -12396,69 +12459,6 @@ declare module BABYLON {
|
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
|
- class MorphTarget {
|
|
|
- name: string;
|
|
|
- animations: Animation[];
|
|
|
- private _positions;
|
|
|
- private _normals;
|
|
|
- private _tangents;
|
|
|
- private _influence;
|
|
|
- onInfluenceChanged: Observable<boolean>;
|
|
|
- influence: number;
|
|
|
- constructor(name: string, influence?: number);
|
|
|
- readonly hasNormals: boolean;
|
|
|
- readonly hasTangents: boolean;
|
|
|
- setPositions(data: Float32Array | number[]): void;
|
|
|
- getPositions(): Float32Array;
|
|
|
- setNormals(data: Float32Array | number[]): void;
|
|
|
- getNormals(): Float32Array;
|
|
|
- setTangents(data: Float32Array | number[]): void;
|
|
|
- getTangents(): Float32Array;
|
|
|
- /**
|
|
|
- * Serializes the current target into a Serialization object.
|
|
|
- * Returns the serialized object.
|
|
|
- */
|
|
|
- serialize(): any;
|
|
|
- static Parse(serializationObject: any): MorphTarget;
|
|
|
- static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class MorphTargetManager {
|
|
|
- private _targets;
|
|
|
- private _targetObservable;
|
|
|
- private _activeTargets;
|
|
|
- private _scene;
|
|
|
- private _influences;
|
|
|
- private _supportsNormals;
|
|
|
- private _supportsTangents;
|
|
|
- private _vertexCount;
|
|
|
- private _uniqueId;
|
|
|
- constructor(scene?: Scene);
|
|
|
- readonly uniqueId: number;
|
|
|
- readonly vertexCount: number;
|
|
|
- readonly supportsNormals: boolean;
|
|
|
- readonly supportsTangents: boolean;
|
|
|
- readonly numTargets: number;
|
|
|
- readonly numInfluencers: number;
|
|
|
- readonly influences: Float32Array;
|
|
|
- getActiveTarget(index: number): MorphTarget;
|
|
|
- getTarget(index: number): MorphTarget;
|
|
|
- addTarget(target: MorphTarget): void;
|
|
|
- removeTarget(target: MorphTarget): void;
|
|
|
- /**
|
|
|
- * Serializes the current manager into a Serialization object.
|
|
|
- * Returns the serialized object.
|
|
|
- */
|
|
|
- serialize(): any;
|
|
|
- private _onInfluenceChanged(needUpdate);
|
|
|
- private _syncActiveTargets(needUpdate);
|
|
|
- static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
interface PhysicsImpostorJoint {
|
|
|
mainImpostor: PhysicsImpostor;
|
|
|
connectedImpostor: PhysicsImpostor;
|
|
@@ -13982,11 +13982,13 @@ declare module BABYLON.Internals {
|
|
|
private static _FloatView;
|
|
|
private static _Int32View;
|
|
|
private static _ToHalfFloat(value);
|
|
|
- private static GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, lod);
|
|
|
- private static GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, lod);
|
|
|
- private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
- private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
- private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
+ private static _FromHalfFloat(value);
|
|
|
+ private static _GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, lod);
|
|
|
+ private static _GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, lod);
|
|
|
+ private static _GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, lod);
|
|
|
+ private static _GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
+ private static _GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
+ private static _GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
|
static UploadDDSLevels(engine: Engine, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
|
|
|
}
|
|
|
}
|