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@@ -2690,6 +2690,247 @@ declare module BABYLON {
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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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+ retry: number;
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+ velocity: Vector3;
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+ basePoint: Vector3;
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+ epsilon: number;
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+ collisionFound: boolean;
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+ velocityWorldLength: number;
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+ basePointWorld: Vector3;
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+ velocityWorld: Vector3;
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+ normalizedVelocity: Vector3;
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+ initialVelocity: Vector3;
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+ initialPosition: Vector3;
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+ nearestDistance: number;
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+ intersectionPoint: Vector3;
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+ collidedMesh: AbstractMesh;
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+ private _collisionPoint;
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+ private _planeIntersectionPoint;
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+ private _tempVector;
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+ private _tempVector2;
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+ private _tempVector3;
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+ private _tempVector4;
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+ private _edge;
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+ private _baseToVertex;
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+ private _destinationPoint;
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+ private _slidePlaneNormal;
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+ private _displacementVector;
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+ _initialize(source: Vector3, dir: Vector3, e: number): void;
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+ _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
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+ _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
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+ _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
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+ _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[] | Int32Array, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
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+ _getResponse(pos: Vector3, vel: Vector3): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ var CollisionWorker: string;
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+ interface ICollisionCoordinator {
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+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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+ init(scene: Scene): void;
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+ destroy(): void;
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+ onMeshAdded(mesh: AbstractMesh): any;
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+ onMeshUpdated(mesh: AbstractMesh): any;
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+ onMeshRemoved(mesh: AbstractMesh): any;
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+ onGeometryAdded(geometry: Geometry): any;
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+ onGeometryUpdated(geometry: Geometry): any;
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+ onGeometryDeleted(geometry: Geometry): any;
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+ }
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+ interface SerializedMesh {
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+ id: string;
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+ name: string;
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+ uniqueId: number;
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+ geometryId: string;
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+ sphereCenter: Array<number>;
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+ sphereRadius: number;
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+ boxMinimum: Array<number>;
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+ boxMaximum: Array<number>;
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+ worldMatrixFromCache: any;
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+ subMeshes: Array<SerializedSubMesh>;
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+ checkCollisions: boolean;
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+ }
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+ interface SerializedSubMesh {
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+ position: number;
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+ verticesStart: number;
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+ verticesCount: number;
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+ indexStart: number;
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+ indexCount: number;
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+ hasMaterial: boolean;
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+ sphereCenter: Array<number>;
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+ sphereRadius: number;
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+ boxMinimum: Array<number>;
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+ boxMaximum: Array<number>;
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+ }
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+ interface SerializedGeometry {
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+ id: string;
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+ positions: Float32Array;
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+ indices: Int32Array;
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+ normals: Float32Array;
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+ }
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+ interface BabylonMessage {
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+ taskType: WorkerTaskType;
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+ payload: InitPayload | CollidePayload | UpdatePayload;
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+ }
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+ interface SerializedColliderToWorker {
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+ position: Array<number>;
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+ velocity: Array<number>;
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+ radius: Array<number>;
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+ }
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+ enum WorkerTaskType {
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+ INIT = 0,
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+ UPDATE = 1,
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+ COLLIDE = 2,
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+ }
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+ interface WorkerReply {
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+ error: WorkerReplyType;
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+ taskType: WorkerTaskType;
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+ payload?: any;
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+ }
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+ interface CollisionReplyPayload {
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+ newPosition: Array<number>;
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+ collisionId: number;
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+ collidedMeshUniqueId: number;
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+ }
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+ interface InitPayload {
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+ }
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+ interface CollidePayload {
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+ collisionId: number;
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+ collider: SerializedColliderToWorker;
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+ maximumRetry: number;
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+ excludedMeshUniqueId?: number;
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+ }
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+ interface UpdatePayload {
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+ updatedMeshes: {
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+ [n: number]: SerializedMesh;
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+ };
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+ updatedGeometries: {
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+ [s: string]: SerializedGeometry;
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+ };
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+ removedMeshes: Array<number>;
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+ removedGeometries: Array<string>;
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+ }
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+ enum WorkerReplyType {
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+ SUCCESS = 0,
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+ UNKNOWN_ERROR = 1,
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+ }
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+ class CollisionCoordinatorWorker implements ICollisionCoordinator {
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+ private _scene;
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+ private _scaledPosition;
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+ private _scaledVelocity;
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+ private _collisionsCallbackArray;
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+ private _init;
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+ private _runningUpdated;
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+ private _runningCollisionTask;
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+ private _worker;
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+ private _addUpdateMeshesList;
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+ private _addUpdateGeometriesList;
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+ private _toRemoveMeshesArray;
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+ private _toRemoveGeometryArray;
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+ constructor();
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+ static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
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+ static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
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+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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+ init(scene: Scene): void;
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+ destroy(): void;
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+ onMeshAdded(mesh: AbstractMesh): void;
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+ onMeshUpdated: (mesh: AbstractMesh) => void;
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+ onMeshRemoved(mesh: AbstractMesh): void;
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+ onGeometryAdded(geometry: Geometry): void;
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+ onGeometryUpdated: (geometry: Geometry) => void;
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+ onGeometryDeleted(geometry: Geometry): void;
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+ private _afterRender;
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+ private _onMessageFromWorker;
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+ }
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+ class CollisionCoordinatorLegacy implements ICollisionCoordinator {
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+ private _scene;
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+ private _scaledPosition;
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+ private _scaledVelocity;
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+ private _finalPosition;
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+ getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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+ init(scene: Scene): void;
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+ destroy(): void;
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+ onMeshAdded(mesh: AbstractMesh): void;
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+ onMeshUpdated(mesh: AbstractMesh): void;
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+ onMeshRemoved(mesh: AbstractMesh): void;
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+ onGeometryAdded(geometry: Geometry): void;
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+ onGeometryUpdated(geometry: Geometry): void;
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+ onGeometryDeleted(geometry: Geometry): void;
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+ private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
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+ }
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+}
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+
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+declare module BABYLON {
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+ var WorkerIncluded: boolean;
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+ class CollisionCache {
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+ private _meshes;
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+ private _geometries;
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+ getMeshes(): {
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+ [n: number]: SerializedMesh;
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+ };
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+ getGeometries(): {
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+ [s: number]: SerializedGeometry;
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+ };
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+ getMesh(id: any): SerializedMesh;
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+ addMesh(mesh: SerializedMesh): void;
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+ removeMesh(uniqueId: number): void;
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+ getGeometry(id: string): SerializedGeometry;
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+ addGeometry(geometry: SerializedGeometry): void;
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+ removeGeometry(id: string): void;
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+ }
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+ class CollideWorker {
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+ collider: Collider;
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+ private _collisionCache;
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+ private finalPosition;
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+ private collisionsScalingMatrix;
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+ private collisionTranformationMatrix;
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+ constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
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+ collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
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+ private checkCollision(mesh);
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+ private processCollisionsForSubMeshes(transformMatrix, mesh);
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+ private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
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+ private checkSubmeshCollision(subMesh);
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+ }
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+ interface ICollisionDetector {
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+ onInit(payload: InitPayload): void;
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+ onUpdate(payload: UpdatePayload): void;
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+ onCollision(payload: CollidePayload): void;
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+ }
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+ class CollisionDetectorTransferable implements ICollisionDetector {
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+ private _collisionCache;
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+ onInit(payload: InitPayload): void;
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+ onUpdate(payload: UpdatePayload): void;
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+ onCollision(payload: CollidePayload): 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 IntersectionInfo {
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+ bu: number;
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+ bv: number;
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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 ArcRotateCamera extends TargetCamera {
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alpha: number;
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beta: number;
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@@ -3130,21 +3371,105 @@ declare module BABYLON {
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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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- extendSize: 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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+ class DebugLayer {
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+ private _scene;
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+ private _camera;
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+ private _transformationMatrix;
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+ private _enabled;
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+ private _labelsEnabled;
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+ private _displayStatistics;
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+ private _displayTree;
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+ private _displayLogs;
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+ private _globalDiv;
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+ private _statsDiv;
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+ private _statsSubsetDiv;
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+ private _optionsDiv;
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+ private _optionsSubsetDiv;
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+ private _logDiv;
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+ private _logSubsetDiv;
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+ private _treeDiv;
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+ private _treeSubsetDiv;
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+ private _drawingCanvas;
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+ private _drawingContext;
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+ private _rootElement;
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+ private _skeletonViewers;
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+ _syncPositions: () => void;
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+ private _syncData;
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+ private _syncUI;
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+ private _onCanvasClick;
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+ private _clickPosition;
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+ private _ratio;
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+ private _identityMatrix;
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+ private _showUI;
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+ private _needToRefreshMeshesTree;
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+ shouldDisplayLabel: (node: Node) => boolean;
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+ shouldDisplayAxis: (mesh: Mesh) => boolean;
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+ axisRatio: number;
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+ accentColor: string;
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+ customStatsFunction: () => string;
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+ constructor(scene: Scene);
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+ private _refreshMeshesTreeContent();
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+ private _renderSingleAxis(zero, unit, unitText, label, color);
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+ private _renderAxis(projectedPosition, mesh, globalViewport);
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+ private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
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+ private _isClickInsideRect(x, y, width, height);
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+ isVisible(): boolean;
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+ hide(): void;
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+ private _clearSkeletonViewers();
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+ show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
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+ private _clearLabels();
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+ private _generateheader(root, text);
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+ private _generateTexBox(root, title, color);
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+ private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
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+ private _generateCheckBox(root, title, initialState, task, tag?);
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+ private _generateButton(root, title, task, tag?);
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+ private _generateRadio(root, title, name, initialState, task, tag?);
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+ private _generateDOMelements();
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+ private _displayStats();
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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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+ extendSize: 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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@@ -3236,90 +3561,6 @@ declare module BABYLON {
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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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- private _camera;
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- private _transformationMatrix;
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- private _enabled;
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- private _labelsEnabled;
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- private _displayStatistics;
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- private _displayTree;
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- private _displayLogs;
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- private _globalDiv;
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- private _statsDiv;
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- private _statsSubsetDiv;
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- private _optionsDiv;
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- private _optionsSubsetDiv;
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- private _logDiv;
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- private _logSubsetDiv;
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- private _treeDiv;
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- private _treeSubsetDiv;
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- private _drawingCanvas;
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- private _drawingContext;
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- private _rootElement;
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- private _skeletonViewers;
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- _syncPositions: () => void;
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- private _syncData;
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- private _syncUI;
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- private _onCanvasClick;
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- private _clickPosition;
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- private _ratio;
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- private _identityMatrix;
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- private _showUI;
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- private _needToRefreshMeshesTree;
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- shouldDisplayLabel: (node: Node) => boolean;
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- shouldDisplayAxis: (mesh: Mesh) => boolean;
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- axisRatio: number;
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- accentColor: string;
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- customStatsFunction: () => string;
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- constructor(scene: Scene);
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- private _refreshMeshesTreeContent();
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- private _renderSingleAxis(zero, unit, unitText, label, color);
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- private _renderAxis(projectedPosition, mesh, globalViewport);
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- private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
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- private _isClickInsideRect(x, y, width, height);
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- isVisible(): boolean;
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- hide(): void;
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- private _clearSkeletonViewers();
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- show(showUI?: boolean, camera?: Camera, rootElement?: HTMLElement): void;
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- private _clearLabels();
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- private _generateheader(root, text);
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- private _generateTexBox(root, title, color);
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- private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
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- private _generateCheckBox(root, title, initialState, task, tag?);
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- private _generateButton(root, title, task, tag?);
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- private _generateRadio(root, title, name, initialState, task, tag?);
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- private _generateDOMelements();
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- private _displayStats();
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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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|
/**
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|
* Highlight layer options. This helps customizing the behaviour
|
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|
* of the highlight layer.
|
|
@@ -3570,247 +3811,6 @@ declare module BABYLON {
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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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- retry: number;
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- velocity: Vector3;
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- basePoint: Vector3;
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|
- epsilon: number;
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|
- collisionFound: boolean;
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|
- velocityWorldLength: number;
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|
- basePointWorld: Vector3;
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|
- velocityWorld: Vector3;
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|
- normalizedVelocity: Vector3;
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|
- initialVelocity: Vector3;
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|
- initialPosition: Vector3;
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|
- nearestDistance: number;
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|
- intersectionPoint: Vector3;
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|
- collidedMesh: AbstractMesh;
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|
- private _collisionPoint;
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|
- private _planeIntersectionPoint;
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|
|
- private _tempVector;
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|
|
- private _tempVector2;
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|
|
- private _tempVector3;
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|
- private _tempVector4;
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|
|
- private _edge;
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|
|
- private _baseToVertex;
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|
|
- private _destinationPoint;
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|
|
- private _slidePlaneNormal;
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|
|
- private _displacementVector;
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|
|
- _initialize(source: Vector3, dir: Vector3, e: number): void;
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|
|
- _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
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|
|
- _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
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|
|
- _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
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|
|
- _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[] | Int32Array, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
|
|
|
- _getResponse(pos: Vector3, vel: Vector3): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
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|
|
-declare module BABYLON {
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|
|
- var CollisionWorker: string;
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|
|
- interface ICollisionCoordinator {
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|
|
- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
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|
|
- init(scene: Scene): void;
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|
|
- destroy(): void;
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|
|
- onMeshAdded(mesh: AbstractMesh): any;
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|
|
- onMeshUpdated(mesh: AbstractMesh): any;
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|
|
- onMeshRemoved(mesh: AbstractMesh): any;
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|
|
- onGeometryAdded(geometry: Geometry): any;
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|
|
- onGeometryUpdated(geometry: Geometry): any;
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|
|
- onGeometryDeleted(geometry: Geometry): any;
|
|
|
- }
|
|
|
- interface SerializedMesh {
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|
|
- id: string;
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|
|
- name: string;
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|
|
- uniqueId: number;
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|
|
- geometryId: string;
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|
|
- sphereCenter: Array<number>;
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|
|
- sphereRadius: number;
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|
|
- boxMinimum: Array<number>;
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|
|
- boxMaximum: Array<number>;
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|
|
- worldMatrixFromCache: any;
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|
|
- subMeshes: Array<SerializedSubMesh>;
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|
|
- checkCollisions: boolean;
|
|
|
- }
|
|
|
- interface SerializedSubMesh {
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|
|
- position: number;
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|
|
- verticesStart: number;
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|
|
- verticesCount: number;
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|
|
- indexStart: number;
|
|
|
- indexCount: number;
|
|
|
- hasMaterial: boolean;
|
|
|
- sphereCenter: Array<number>;
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|
|
- sphereRadius: number;
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|
|
- boxMinimum: Array<number>;
|
|
|
- boxMaximum: Array<number>;
|
|
|
- }
|
|
|
- interface SerializedGeometry {
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|
|
- id: string;
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|
|
- positions: Float32Array;
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|
|
- indices: Int32Array;
|
|
|
- normals: Float32Array;
|
|
|
- }
|
|
|
- interface BabylonMessage {
|
|
|
- taskType: WorkerTaskType;
|
|
|
- payload: InitPayload | CollidePayload | UpdatePayload;
|
|
|
- }
|
|
|
- interface SerializedColliderToWorker {
|
|
|
- position: Array<number>;
|
|
|
- velocity: Array<number>;
|
|
|
- radius: Array<number>;
|
|
|
- }
|
|
|
- enum WorkerTaskType {
|
|
|
- INIT = 0,
|
|
|
- UPDATE = 1,
|
|
|
- COLLIDE = 2,
|
|
|
- }
|
|
|
- interface WorkerReply {
|
|
|
- error: WorkerReplyType;
|
|
|
- taskType: WorkerTaskType;
|
|
|
- payload?: any;
|
|
|
- }
|
|
|
- interface CollisionReplyPayload {
|
|
|
- newPosition: Array<number>;
|
|
|
- collisionId: number;
|
|
|
- collidedMeshUniqueId: number;
|
|
|
- }
|
|
|
- interface InitPayload {
|
|
|
- }
|
|
|
- interface CollidePayload {
|
|
|
- collisionId: number;
|
|
|
- collider: SerializedColliderToWorker;
|
|
|
- maximumRetry: number;
|
|
|
- excludedMeshUniqueId?: number;
|
|
|
- }
|
|
|
- interface UpdatePayload {
|
|
|
- updatedMeshes: {
|
|
|
- [n: number]: SerializedMesh;
|
|
|
- };
|
|
|
- updatedGeometries: {
|
|
|
- [s: string]: SerializedGeometry;
|
|
|
- };
|
|
|
- removedMeshes: Array<number>;
|
|
|
- removedGeometries: Array<string>;
|
|
|
- }
|
|
|
- enum WorkerReplyType {
|
|
|
- SUCCESS = 0,
|
|
|
- UNKNOWN_ERROR = 1,
|
|
|
- }
|
|
|
- class CollisionCoordinatorWorker implements ICollisionCoordinator {
|
|
|
- private _scene;
|
|
|
- private _scaledPosition;
|
|
|
- private _scaledVelocity;
|
|
|
- private _collisionsCallbackArray;
|
|
|
- private _init;
|
|
|
- private _runningUpdated;
|
|
|
- private _runningCollisionTask;
|
|
|
- private _worker;
|
|
|
- private _addUpdateMeshesList;
|
|
|
- private _addUpdateGeometriesList;
|
|
|
- private _toRemoveMeshesArray;
|
|
|
- private _toRemoveGeometryArray;
|
|
|
- constructor();
|
|
|
- static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
|
|
|
- static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
|
|
|
- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
|
- init(scene: Scene): void;
|
|
|
- destroy(): void;
|
|
|
- onMeshAdded(mesh: AbstractMesh): void;
|
|
|
- onMeshUpdated: (mesh: AbstractMesh) => void;
|
|
|
- onMeshRemoved(mesh: AbstractMesh): void;
|
|
|
- onGeometryAdded(geometry: Geometry): void;
|
|
|
- onGeometryUpdated: (geometry: Geometry) => void;
|
|
|
- onGeometryDeleted(geometry: Geometry): void;
|
|
|
- private _afterRender;
|
|
|
- private _onMessageFromWorker;
|
|
|
- }
|
|
|
- class CollisionCoordinatorLegacy implements ICollisionCoordinator {
|
|
|
- private _scene;
|
|
|
- private _scaledPosition;
|
|
|
- private _scaledVelocity;
|
|
|
- private _finalPosition;
|
|
|
- getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
|
- init(scene: Scene): void;
|
|
|
- destroy(): void;
|
|
|
- onMeshAdded(mesh: AbstractMesh): void;
|
|
|
- onMeshUpdated(mesh: AbstractMesh): void;
|
|
|
- onMeshRemoved(mesh: AbstractMesh): void;
|
|
|
- onGeometryAdded(geometry: Geometry): void;
|
|
|
- onGeometryUpdated(geometry: Geometry): void;
|
|
|
- onGeometryDeleted(geometry: Geometry): void;
|
|
|
- private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- var WorkerIncluded: boolean;
|
|
|
- class CollisionCache {
|
|
|
- private _meshes;
|
|
|
- private _geometries;
|
|
|
- getMeshes(): {
|
|
|
- [n: number]: SerializedMesh;
|
|
|
- };
|
|
|
- getGeometries(): {
|
|
|
- [s: number]: SerializedGeometry;
|
|
|
- };
|
|
|
- getMesh(id: any): SerializedMesh;
|
|
|
- addMesh(mesh: SerializedMesh): void;
|
|
|
- removeMesh(uniqueId: number): void;
|
|
|
- getGeometry(id: string): SerializedGeometry;
|
|
|
- addGeometry(geometry: SerializedGeometry): void;
|
|
|
- removeGeometry(id: string): void;
|
|
|
- }
|
|
|
- class CollideWorker {
|
|
|
- collider: Collider;
|
|
|
- private _collisionCache;
|
|
|
- private finalPosition;
|
|
|
- private collisionsScalingMatrix;
|
|
|
- private collisionTranformationMatrix;
|
|
|
- constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
|
|
|
- collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
|
|
|
- private checkCollision(mesh);
|
|
|
- private processCollisionsForSubMeshes(transformMatrix, mesh);
|
|
|
- private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
|
|
|
- private checkSubmeshCollision(subMesh);
|
|
|
- }
|
|
|
- interface ICollisionDetector {
|
|
|
- onInit(payload: InitPayload): void;
|
|
|
- onUpdate(payload: UpdatePayload): void;
|
|
|
- onCollision(payload: CollidePayload): void;
|
|
|
- }
|
|
|
- class CollisionDetectorTransferable implements ICollisionDetector {
|
|
|
- private _collisionCache;
|
|
|
- onInit(payload: InitPayload): void;
|
|
|
- onUpdate(payload: UpdatePayload): void;
|
|
|
- onCollision(payload: CollidePayload): void;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-declare module BABYLON {
|
|
|
- class IntersectionInfo {
|
|
|
- bu: number;
|
|
|
- bv: number;
|
|
|
- distance: number;
|
|
|
- faceId: number;
|
|
|
- subMeshId: number;
|
|
|
- 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 LensFlare {
|
|
|
size: number;
|
|
|
position: number;
|
|
@@ -12021,6 +12021,7 @@ declare module BABYLON {
|
|
|
onLoadObservable: Observable<boolean>;
|
|
|
static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
|
|
|
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BaseTexture;
|
|
|
+ static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
|
|
|
}
|
|
|
}
|
|
|
|