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@@ -3,6 +3,72 @@
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dispose(): void;
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dispose(): void;
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}
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}
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+ export class SceneAssetContainer {
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+ public scene: Scene;
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+
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+ // Config
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+ public useDelayedTextureLoading:boolean;
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+ public autoClear:boolean;
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+ public clearColor:Color4;
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+ public ambientColor:Color3;
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+ public metadata:any;
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+ public activeCameraID:string;
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+
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+ // Physics
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+ public gravity:Vector3;
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+ public physicsGravity:Nullable<Vector3>;
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+ public physicsPluginName:string;
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+ public enablePhysics: boolean;
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+ public collisionsEnabled:boolean;
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+ public workerCollisions:boolean;
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+
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+ // Fog
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+ public fogMode:number;
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+ public fogColor:Color3;
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+ public fogStart:number;
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+ public fogEnd:number;
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+ public fogDensity:number;
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+
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+ // Animation
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+ public autoAnimate:boolean;
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+ public autoAnimateFrom:number;
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+ public autoAnimateTo:number;
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+ public autoAnimateLoop:number;
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+ public autoAnimateSpeed:number;
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+
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+ // Skybox
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+ public createDefaultSkybox:boolean;
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+ public environmentTexture:BaseTexture;
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+ public skyboxBlurLevel:number;
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+
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+ // Objects
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+ public cameras = new Array<Camera>();
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+ public lights = new Array<Light>();
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+ public meshes = new Array<AbstractMesh>();
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+ public skeletons = new Array<Skeleton>();
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+ public particleSystems = new Array<ParticleSystem>();
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+ public animations = new Array<Animation>();
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+ public multiMaterials = new Array<MultiMaterial>();
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+ public materials = new Array<Material>();
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+ public morphTargetManagers = new Array<MorphTargetManager>();
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+ public geometries = new Array<Geometry>();
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+ public transformNodes = new Array<TransformNode>();
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+ public lensFlareSystems = new Array<LensFlareSystem>();
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+ public shadowGenerators = new Array<ShadowGenerator>();
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+ public actionManagers = new Array<ActionManager>();
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+
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+ constructor(scene:Scene){
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+ this.scene = scene;
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+ }
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+
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+ addAllToScene(){
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+ // TODO
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+ }
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+ removeAllFromScene(){
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+ // TODO
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+ }
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+ }
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+
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export interface IActiveMeshCandidateProvider {
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export interface IActiveMeshCandidateProvider {
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getMeshes(scene: Scene): AbstractMesh[];
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getMeshes(scene: Scene): AbstractMesh[];
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readonly checksIsEnabled: boolean; // Indicates if the meshes have been checked to make sure they are isEnabled().
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readonly checksIsEnabled: boolean; // Indicates if the meshes have been checked to make sure they are isEnabled().
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