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@@ -5005,6 +5005,52 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class LensFlare {
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+ size: number;
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+ position: number;
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+ color: Color3;
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+ texture: Nullable<Texture>;
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+ alphaMode: number;
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+ private _system;
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+ static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
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+ constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
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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 LensFlareSystem {
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+ name: string;
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+ lensFlares: LensFlare[];
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+ borderLimit: number;
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+ viewportBorder: number;
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+ meshesSelectionPredicate: (mesh: Mesh) => boolean;
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+ layerMask: number;
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+ id: string;
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+ private _scene;
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+ private _emitter;
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+ private _vertexBuffers;
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+ private _indexBuffer;
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+ private _effect;
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+ private _positionX;
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+ private _positionY;
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+ private _isEnabled;
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+ constructor(name: string, emitter: any, scene: Scene);
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+ isEnabled: boolean;
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+ getScene(): Scene;
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+ getEmitter(): any;
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+ setEmitter(newEmitter: any): void;
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+ getEmitterPosition(): Vector3;
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+ computeEffectivePosition(globalViewport: Viewport): boolean;
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+ _isVisible(): boolean;
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+ render(): boolean;
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+ dispose(): void;
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+ static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
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+ serialize(): any;
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+ }
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+}
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+
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+declare module BABYLON {
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/**
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* Highlight layer options. This helps customizing the behaviour
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* of the highlight layer.
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@@ -5265,52 +5311,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class LensFlare {
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- size: number;
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- position: number;
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- color: Color3;
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- texture: Nullable<Texture>;
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- alphaMode: number;
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- private _system;
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- static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
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- constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
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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 LensFlareSystem {
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- name: string;
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- lensFlares: LensFlare[];
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- borderLimit: number;
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- viewportBorder: number;
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- meshesSelectionPredicate: (mesh: Mesh) => boolean;
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- layerMask: number;
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- id: string;
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- private _scene;
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- private _emitter;
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- private _vertexBuffers;
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- private _indexBuffer;
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- private _effect;
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- private _positionX;
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- private _positionY;
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- private _isEnabled;
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- constructor(name: string, emitter: any, scene: Scene);
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- isEnabled: boolean;
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- getScene(): Scene;
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- getEmitter(): any;
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- setEmitter(newEmitter: any): void;
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- getEmitterPosition(): Vector3;
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- computeEffectivePosition(globalViewport: Viewport): boolean;
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- _isVisible(): boolean;
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- render(): boolean;
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- dispose(): void;
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- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
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- serialize(): any;
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- }
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-}
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-
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-declare module BABYLON {
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class DirectionalLight extends ShadowLight {
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private _shadowFrustumSize;
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/**
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@@ -5844,105 +5844,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- interface ILoadingScreen {
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- displayLoadingUI: () => void;
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- hideLoadingUI: () => void;
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- loadingUIBackgroundColor: string;
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- loadingUIText: string;
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- }
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- class DefaultLoadingScreen implements ILoadingScreen {
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- private _renderingCanvas;
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- private _loadingText;
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- private _loadingDivBackgroundColor;
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- private _loadingDiv;
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- private _loadingTextDiv;
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- constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
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- displayLoadingUI(): void;
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- hideLoadingUI(): void;
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- loadingUIText: string;
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- loadingUIBackgroundColor: string;
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- private _resizeLoadingUI;
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- }
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-}
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-
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-declare module BABYLON {
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- interface ISceneLoaderPluginExtensions {
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- [extension: string]: {
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- isBinary: boolean;
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- };
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- }
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- interface ISceneLoaderPlugin {
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- name: string;
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- extensions: string | ISceneLoaderPluginExtensions;
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- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
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- load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
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- canDirectLoad?: (data: string) => boolean;
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- }
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- interface ISceneLoaderPluginAsync {
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- name: string;
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- extensions: string | ISceneLoaderPluginExtensions;
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- importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
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- loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
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- canDirectLoad?: (data: string) => boolean;
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- }
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- class SceneLoader {
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- private static _ForceFullSceneLoadingForIncremental;
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- private static _ShowLoadingScreen;
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- private static _CleanBoneMatrixWeights;
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- static readonly NO_LOGGING: number;
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- static readonly MINIMAL_LOGGING: number;
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- static readonly SUMMARY_LOGGING: number;
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- static readonly DETAILED_LOGGING: number;
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- private static _loggingLevel;
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- static ForceFullSceneLoadingForIncremental: boolean;
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- static ShowLoadingScreen: boolean;
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- static loggingLevel: number;
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- static CleanBoneMatrixWeights: boolean;
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- static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
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- private static _registeredPlugins;
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- private static _getDefaultPlugin();
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- private static _getPluginForExtension(extension);
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- private static _getPluginForDirectLoad(data);
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- private static _getPluginForFilename(sceneFilename);
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- private static _getDirectLoad(sceneFilename);
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- private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
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- static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
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- static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
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- /**
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- * Import meshes into a scene
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- * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
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- * @param rootUrl a string that defines the root url for scene and resources
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- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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- * @param scene the instance of BABYLON.Scene to append to
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- * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
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- * @param onProgress a callback with a progress event for each file being loaded
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- * @param onError a callback with the scene, a message, and possibly an exception when import fails
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- */
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- static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
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- /**
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- * Load a scene
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- * @param rootUrl a string that defines the root url for scene and resources
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- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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- * @param engine is the instance of BABYLON.Engine to use to create the scene
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- * @param onSuccess a callback with the scene when import succeeds
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- * @param onProgress a callback with a progress event for each file being loaded
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- * @param onError a callback with the scene, a message, and possibly an exception when import fails
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- */
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- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
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- /**
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- * Append a scene
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- * @param rootUrl a string that defines the root url for scene and resources
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- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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- * @param scene is the instance of BABYLON.Scene to append to
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- * @param onSuccess a callback with the scene when import succeeds
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- * @param onProgress a callback with a progress event for each file being loaded
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- * @param onError a callback with the scene, a message, and possibly an exception when import fails
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- */
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- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
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- }
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-}
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-
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-declare module BABYLON {
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/**
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* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
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* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
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@@ -7347,6 +7248,105 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ interface ILoadingScreen {
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+ displayLoadingUI: () => void;
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+ hideLoadingUI: () => void;
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+ loadingUIBackgroundColor: string;
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+ loadingUIText: string;
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+ }
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+ class DefaultLoadingScreen implements ILoadingScreen {
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+ private _renderingCanvas;
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+ private _loadingText;
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+ private _loadingDivBackgroundColor;
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+ private _loadingDiv;
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+ private _loadingTextDiv;
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+ constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
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+ displayLoadingUI(): void;
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+ hideLoadingUI(): void;
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+ loadingUIText: string;
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+ loadingUIBackgroundColor: string;
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+ private _resizeLoadingUI;
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+ }
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+}
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+
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+declare module BABYLON {
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+ interface ISceneLoaderPluginExtensions {
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+ [extension: string]: {
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+ isBinary: boolean;
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+ };
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+ }
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+ interface ISceneLoaderPlugin {
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+ name: string;
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+ extensions: string | ISceneLoaderPluginExtensions;
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+ importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
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+ load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
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+ canDirectLoad?: (data: string) => boolean;
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+ }
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+ interface ISceneLoaderPluginAsync {
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+ name: string;
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+ extensions: string | ISceneLoaderPluginExtensions;
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+ importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
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+ loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
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+ canDirectLoad?: (data: string) => boolean;
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+ }
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+ class SceneLoader {
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+ private static _ForceFullSceneLoadingForIncremental;
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+ private static _ShowLoadingScreen;
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+ private static _CleanBoneMatrixWeights;
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+ static readonly NO_LOGGING: number;
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+ static readonly MINIMAL_LOGGING: number;
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+ static readonly SUMMARY_LOGGING: number;
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+ static readonly DETAILED_LOGGING: number;
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+ private static _loggingLevel;
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+ static ForceFullSceneLoadingForIncremental: boolean;
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+ static ShowLoadingScreen: boolean;
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+ static loggingLevel: number;
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+ static CleanBoneMatrixWeights: boolean;
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+ static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
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+ private static _registeredPlugins;
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+ private static _getDefaultPlugin();
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+ private static _getPluginForExtension(extension);
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+ private static _getPluginForDirectLoad(data);
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+ private static _getPluginForFilename(sceneFilename);
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+ private static _getDirectLoad(sceneFilename);
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+ private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
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+ static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
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+ static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
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+ /**
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+ * Import meshes into a scene
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+ * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
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+ * @param rootUrl a string that defines the root url for scene and resources
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+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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+ * @param scene the instance of BABYLON.Scene to append to
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+ * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
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+ * @param onProgress a callback with a progress event for each file being loaded
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+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
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+ */
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+ static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
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+ /**
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+ * Load a scene
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+ * @param rootUrl a string that defines the root url for scene and resources
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+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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+ * @param engine is the instance of BABYLON.Engine to use to create the scene
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+ * @param onSuccess a callback with the scene when import succeeds
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+ * @param onProgress a callback with a progress event for each file being loaded
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+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
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+ */
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+ static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
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+ /**
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+ * Append a scene
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+ * @param rootUrl a string that defines the root url for scene and resources
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+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
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+ * @param scene is the instance of BABYLON.Scene to append to
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+ * @param onSuccess a callback with the scene when import succeeds
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+ * @param onProgress a callback with a progress event for each file being loaded
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+ * @param onError a callback with the scene, a message, and possibly an exception when import fails
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+ */
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+ static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): 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 Scalar {
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/**
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* Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
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@@ -14014,36 +14014,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class ReflectionProbe {
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- name: string;
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- private _scene;
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- private _renderTargetTexture;
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- private _projectionMatrix;
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- private _viewMatrix;
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- private _target;
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- private _add;
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- private _attachedMesh;
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- invertYAxis: boolean;
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- position: Vector3;
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- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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- samples: number;
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- refreshRate: number;
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- getScene(): Scene;
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- readonly cubeTexture: RenderTargetTexture;
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- readonly renderList: Nullable<AbstractMesh[]>;
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- attachToMesh(mesh: AbstractMesh): void;
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- /**
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- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
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- *
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- * @param renderingGroupId The rendering group id corresponding to its index
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- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
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- */
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- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): 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 AnaglyphPostProcess extends PostProcess {
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private _passedProcess;
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constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
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@@ -14834,6 +14804,36 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class ReflectionProbe {
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+ name: string;
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+ private _scene;
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+ private _renderTargetTexture;
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+ private _projectionMatrix;
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+ private _viewMatrix;
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+ private _target;
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+ private _add;
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+ private _attachedMesh;
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+ invertYAxis: boolean;
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+ position: Vector3;
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+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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+ samples: number;
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+ refreshRate: number;
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+ getScene(): Scene;
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+ readonly cubeTexture: RenderTargetTexture;
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+ readonly renderList: Nullable<AbstractMesh[]>;
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+ attachToMesh(mesh: AbstractMesh): void;
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+ /**
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+ * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
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|
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+ *
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+ * @param renderingGroupId The rendering group id corresponding to its index
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+ * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
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+ */
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+ setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
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|
|
+ dispose(): void;
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|
|
+ }
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|
|
+}
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+
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|
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+declare module BABYLON {
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|
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class Sprite {
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name: string;
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|
|
position: Vector3;
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|
@@ -17205,9 +17205,6 @@ declare module BABYLON {
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}
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}
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-declare module BABYLON.Internals {
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-}
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|
|
-
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
* The Physically based material base class of BJS.
|
|
@@ -18644,6 +18641,9 @@ declare module BABYLON {
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|
|
}
|
|
|
}
|
|
|
|
|
|
+declare module BABYLON.Internals {
|
|
|
+}
|
|
|
+
|
|
|
declare module BABYLON {
|
|
|
class CannonJSPlugin implements IPhysicsEnginePlugin {
|
|
|
private _useDeltaForWorldStep;
|