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@@ -1196,6 +1196,172 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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+ class Analyser {
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+ SMOOTHING: number;
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+ FFT_SIZE: number;
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+ BARGRAPHAMPLITUDE: number;
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+ DEBUGCANVASPOS: {
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+ x: number;
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+ y: number;
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+ };
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+ DEBUGCANVASSIZE: {
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+ width: number;
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+ height: number;
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+ };
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+ private _byteFreqs;
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+ private _byteTime;
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+ private _floatFreqs;
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+ private _webAudioAnalyser;
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+ private _debugCanvas;
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+ private _debugCanvasContext;
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+ private _scene;
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+ private _registerFunc;
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+ private _audioEngine;
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+ constructor(scene: Scene);
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+ getFrequencyBinCount(): number;
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+ getByteFrequencyData(): Uint8Array;
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+ getByteTimeDomainData(): Uint8Array;
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+ getFloatFrequencyData(): Uint8Array;
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+ drawDebugCanvas(): void;
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+ stopDebugCanvas(): void;
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+ connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): 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 AudioEngine {
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+ private _audioContext;
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+ private _audioContextInitialized;
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+ canUseWebAudio: boolean;
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+ masterGain: GainNode;
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+ private _connectedAnalyser;
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+ WarnedWebAudioUnsupported: boolean;
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+ audioContext: AudioContext;
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+ constructor();
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+ private _initializeAudioContext();
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+ dispose(): void;
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+ getGlobalVolume(): number;
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+ setGlobalVolume(newVolume: number): void;
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+ connectToAnalyser(analyser: Analyser): 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 Sound {
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+ name: string;
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+ autoplay: boolean;
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+ loop: boolean;
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+ useCustomAttenuation: boolean;
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+ soundTrackId: number;
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+ spatialSound: boolean;
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+ refDistance: number;
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+ rolloffFactor: number;
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+ maxDistance: number;
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+ distanceModel: string;
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+ private _panningModel;
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+ onended: () => any;
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+ private _playbackRate;
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+ private _startTime;
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+ private _startOffset;
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+ private _position;
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+ private _localDirection;
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+ private _volume;
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+ private _isLoaded;
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+ private _isReadyToPlay;
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+ isPlaying: boolean;
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+ isPaused: boolean;
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+ private _isDirectional;
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+ private _readyToPlayCallback;
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+ private _audioBuffer;
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+ private _soundSource;
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+ private _soundPanner;
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+ private _soundGain;
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+ private _inputAudioNode;
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+ private _ouputAudioNode;
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+ private _coneInnerAngle;
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+ private _coneOuterAngle;
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+ private _coneOuterGain;
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+ private _scene;
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+ private _connectedMesh;
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+ private _customAttenuationFunction;
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+ private _registerFunc;
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+ private _isOutputConnected;
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+ /**
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+ * Create a sound and attach it to a scene
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+ * @param name Name of your sound
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+ * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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+ * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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+ * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
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+ */
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+ constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
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+ dispose(): void;
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+ private _soundLoaded(audioData);
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+ setAudioBuffer(audioBuffer: AudioBuffer): void;
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+ updateOptions(options: any): void;
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+ private _createSpatialParameters();
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+ private _updateSpatialParameters();
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+ switchPanningModelToHRTF(): void;
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+ switchPanningModelToEqualPower(): void;
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+ private _switchPanningModel();
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+ connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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+ /**
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+ * Transform this sound into a directional source
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+ * @param coneInnerAngle Size of the inner cone in degree
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+ * @param coneOuterAngle Size of the outer cone in degree
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+ * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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+ */
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+ setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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+ setPosition(newPosition: Vector3): void;
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+ setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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+ private _updateDirection();
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+ updateDistanceFromListener(): void;
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+ setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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+ /**
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+ * Play the sound
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+ * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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+ */
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+ play(time?: number): void;
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+ private _onended();
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+ /**
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+ * Stop the sound
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+ * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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+ */
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+ stop(time?: number): void;
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+ pause(): void;
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+ setVolume(newVolume: number, time?: number): void;
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+ setPlaybackRate(newPlaybackRate: number): void;
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+ getVolume(): number;
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+ attachToMesh(meshToConnectTo: AbstractMesh): void;
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+ private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
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+ }
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+}
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+
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+declare module BABYLON {
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+ class SoundTrack {
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+ private _outputAudioNode;
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+ private _inputAudioNode;
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+ private _trackConvolver;
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+ private _scene;
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+ id: number;
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+ soundCollection: Array<Sound>;
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+ private _isMainTrack;
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+ private _connectedAnalyser;
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+ private _options;
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+ private _isInitialized;
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+ constructor(scene: Scene, options?: any);
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+ private _initializeSoundTrackAudioGraph();
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+ dispose(): void;
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+ AddSound(sound: Sound): void;
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+ RemoveSound(sound: Sound): void;
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+ setVolume(newVolume: number): void;
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+ switchPanningModelToHRTF(): void;
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+ switchPanningModelToEqualPower(): void;
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+ connectToAnalyser(analyser: Analyser): 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 Animatable {
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class Animatable {
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target: any;
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target: any;
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fromFrame: number;
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fromFrame: number;
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@@ -1359,168 +1525,52 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- class Analyser {
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- SMOOTHING: number;
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- FFT_SIZE: number;
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- BARGRAPHAMPLITUDE: number;
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- DEBUGCANVASPOS: {
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- x: number;
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- y: number;
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- };
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- DEBUGCANVASSIZE: {
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- width: number;
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- height: number;
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- };
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- private _byteFreqs;
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- private _byteTime;
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- private _floatFreqs;
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- private _webAudioAnalyser;
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- private _debugCanvas;
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- private _debugCanvasContext;
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- private _scene;
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- private _registerFunc;
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- private _audioEngine;
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- constructor(scene: Scene);
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- getFrequencyBinCount(): number;
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- getByteFrequencyData(): Uint8Array;
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- getByteTimeDomainData(): Uint8Array;
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- getFloatFrequencyData(): Uint8Array;
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- drawDebugCanvas(): void;
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- stopDebugCanvas(): void;
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- connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): 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 AudioEngine {
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- private _audioContext;
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- private _audioContextInitialized;
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- canUseWebAudio: boolean;
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- masterGain: GainNode;
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- private _connectedAnalyser;
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- WarnedWebAudioUnsupported: boolean;
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- audioContext: AudioContext;
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- constructor();
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- private _initializeAudioContext();
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- dispose(): void;
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- getGlobalVolume(): number;
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- setGlobalVolume(newVolume: number): void;
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- connectToAnalyser(analyser: Analyser): 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 Sound {
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+ class Bone extends Node {
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name: string;
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name: string;
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- autoplay: boolean;
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- loop: boolean;
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- useCustomAttenuation: boolean;
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- soundTrackId: number;
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- spatialSound: boolean;
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- refDistance: number;
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- rolloffFactor: number;
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- maxDistance: number;
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- distanceModel: string;
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- private _panningModel;
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- onended: () => any;
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- private _playbackRate;
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- private _startTime;
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- private _startOffset;
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- private _position;
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- private _localDirection;
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- private _volume;
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- private _isLoaded;
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- private _isReadyToPlay;
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- isPlaying: boolean;
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- isPaused: boolean;
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- private _isDirectional;
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- private _readyToPlayCallback;
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- private _audioBuffer;
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- private _soundSource;
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- private _soundPanner;
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- private _soundGain;
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- private _inputAudioNode;
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- private _ouputAudioNode;
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- private _coneInnerAngle;
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- private _coneOuterAngle;
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- private _coneOuterGain;
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- private _scene;
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- private _connectedMesh;
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- private _customAttenuationFunction;
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- private _registerFunc;
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- private _isOutputConnected;
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- /**
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- * Create a sound and attach it to a scene
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- * @param name Name of your sound
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- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
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- * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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- * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
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- */
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- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
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- dispose(): void;
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- private _soundLoaded(audioData);
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- setAudioBuffer(audioBuffer: AudioBuffer): void;
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- updateOptions(options: any): void;
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- private _createSpatialParameters();
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- private _updateSpatialParameters();
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- private _switchPanningModel();
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- connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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- /**
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- * Transform this sound into a directional source
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- * @param coneInnerAngle Size of the inner cone in degree
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- * @param coneOuterAngle Size of the outer cone in degree
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- * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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- */
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- setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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- setPosition(newPosition: Vector3): void;
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- setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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- private _updateDirection();
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- updateDistanceFromListener(): void;
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- setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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- /**
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- * Play the sound
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- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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- */
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- play(time?: number): void;
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- private _onended();
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- /**
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- * Stop the sound
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- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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- */
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- stop(time?: number): void;
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- pause(): void;
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- setVolume(newVolume: number, time?: number): void;
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- setPlaybackRate(newPlaybackRate: number): void;
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- getVolume(): number;
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- attachToMesh(meshToConnectTo: AbstractMesh): void;
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- private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
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+ children: Bone[];
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+ animations: Animation[];
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+ private _skeleton;
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+ private _matrix;
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+ private _baseMatrix;
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+ private _worldTransform;
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+ private _absoluteTransform;
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+ private _invertedAbsoluteTransform;
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+ private _parent;
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+ constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
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+ getParent(): Bone;
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+ getLocalMatrix(): Matrix;
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+ getBaseMatrix(): Matrix;
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+ getWorldMatrix(): Matrix;
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+ getInvertedAbsoluteTransform(): Matrix;
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+ getAbsoluteMatrix(): Matrix;
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+ updateMatrix(matrix: Matrix): void;
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+ private _updateDifferenceMatrix();
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+ markAsDirty(): 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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declare module BABYLON {
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- class SoundTrack {
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- private _outputAudioNode;
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- private _inputAudioNode;
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- private _trackConvolver;
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+ class Skeleton {
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+ name: string;
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+ id: string;
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+ bones: Bone[];
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private _scene;
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private _scene;
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- id: number;
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- soundCollection: Array<Sound>;
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- private _isMainTrack;
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- private _connectedAnalyser;
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- private _options;
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- private _isInitialized;
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- constructor(scene: Scene, options?: any);
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- private _initializeSoundTrackAudioGraph();
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- dispose(): void;
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- AddSound(sound: Sound): void;
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- RemoveSound(sound: Sound): void;
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- setVolume(newVolume: number): void;
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- switchPanningModelToHRTF(): void;
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- switchPanningModelToEqualPower(): void;
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- connectToAnalyser(analyser: Analyser): void;
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+ private _isDirty;
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|
|
|
+ private _transformMatrices;
|
|
|
|
+ private _animatables;
|
|
|
|
+ private _identity;
|
|
|
|
+ private _ranges;
|
|
|
|
+ constructor(name: string, id: string, scene: Scene);
|
|
|
|
+ getTransformMatrices(): Float32Array;
|
|
|
|
+ getScene(): Scene;
|
|
|
|
+ createAnimationRange(name: string, from: number, to: number): void;
|
|
|
|
+ deleteAnimationRange(name: string): void;
|
|
|
|
+ getAnimationRange(name: string): AnimationRange;
|
|
|
|
+ beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void;
|
|
|
|
+ _markAsDirty(): void;
|
|
|
|
+ prepare(): void;
|
|
|
|
+ getAnimatables(): IAnimatable[];
|
|
|
|
+ clone(name: string, id: string): Skeleton;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1916,56 +1966,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class Bone extends Node {
|
|
|
|
- name: string;
|
|
|
|
- children: Bone[];
|
|
|
|
- animations: Animation[];
|
|
|
|
- private _skeleton;
|
|
|
|
- private _matrix;
|
|
|
|
- private _baseMatrix;
|
|
|
|
- private _worldTransform;
|
|
|
|
- private _absoluteTransform;
|
|
|
|
- private _invertedAbsoluteTransform;
|
|
|
|
- private _parent;
|
|
|
|
- constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
|
|
|
|
- getParent(): Bone;
|
|
|
|
- getLocalMatrix(): Matrix;
|
|
|
|
- getBaseMatrix(): Matrix;
|
|
|
|
- getWorldMatrix(): Matrix;
|
|
|
|
- getInvertedAbsoluteTransform(): Matrix;
|
|
|
|
- getAbsoluteMatrix(): Matrix;
|
|
|
|
- updateMatrix(matrix: Matrix): void;
|
|
|
|
- private _updateDifferenceMatrix();
|
|
|
|
- markAsDirty(): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class Skeleton {
|
|
|
|
- name: string;
|
|
|
|
- id: string;
|
|
|
|
- bones: Bone[];
|
|
|
|
- private _scene;
|
|
|
|
- private _isDirty;
|
|
|
|
- private _transformMatrices;
|
|
|
|
- private _animatables;
|
|
|
|
- private _identity;
|
|
|
|
- private _ranges;
|
|
|
|
- constructor(name: string, id: string, scene: Scene);
|
|
|
|
- getTransformMatrices(): Float32Array;
|
|
|
|
- getScene(): Scene;
|
|
|
|
- createAnimationRange(name: string, from: number, to: number): void;
|
|
|
|
- deleteAnimationRange(name: string): void;
|
|
|
|
- getAnimationRange(name: string): AnimationRange;
|
|
|
|
- beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void;
|
|
|
|
- _markAsDirty(): void;
|
|
|
|
- prepare(): void;
|
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
|
- clone(name: string, id: string): Skeleton;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
class Collider {
|
|
class Collider {
|
|
radius: Vector3;
|
|
radius: Vector3;
|
|
retry: number;
|
|
retry: number;
|
|
@@ -2568,6 +2568,7 @@ declare module BABYLON {
|
|
_bindTexture(channel: string, texture: WebGLTexture): void;
|
|
_bindTexture(channel: string, texture: WebGLTexture): void;
|
|
setTexture(channel: string, texture: BaseTexture): void;
|
|
setTexture(channel: string, texture: BaseTexture): void;
|
|
setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
|
|
setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
|
|
|
|
+ _cacheMatrix(uniformName: any, matrix: any): void;
|
|
_cacheFloat2(uniformName: string, x: number, y: number): void;
|
|
_cacheFloat2(uniformName: string, x: number, y: number): void;
|
|
_cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
|
|
_cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
|
|
_cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
|
|
_cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
|
|
@@ -2778,6 +2779,7 @@ declare module BABYLON {
|
|
needAlphaTesting(): boolean;
|
|
needAlphaTesting(): boolean;
|
|
private _shouldUseAlphaFromDiffuseTexture();
|
|
private _shouldUseAlphaFromDiffuseTexture();
|
|
getAlphaTestTexture(): BaseTexture;
|
|
getAlphaTestTexture(): BaseTexture;
|
|
|
|
+ private _checkCache(scene, mesh?);
|
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
unbind(): void;
|
|
unbind(): void;
|
|
bindOnlyWorldMatrix(world: Matrix): void;
|
|
bindOnlyWorldMatrix(world: Matrix): void;
|
|
@@ -3324,6 +3326,203 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
|
|
+ class Particle {
|
|
|
|
+ position: Vector3;
|
|
|
|
+ direction: Vector3;
|
|
|
|
+ color: Color4;
|
|
|
|
+ colorStep: Color4;
|
|
|
|
+ lifeTime: number;
|
|
|
|
+ age: number;
|
|
|
|
+ size: number;
|
|
|
|
+ angle: number;
|
|
|
|
+ angularSpeed: number;
|
|
|
|
+ copyTo(other: Particle): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ class ParticleSystem implements IDisposable {
|
|
|
|
+ name: string;
|
|
|
|
+ static BLENDMODE_ONEONE: number;
|
|
|
|
+ static BLENDMODE_STANDARD: number;
|
|
|
|
+ id: string;
|
|
|
|
+ renderingGroupId: number;
|
|
|
|
+ emitter: any;
|
|
|
|
+ emitRate: number;
|
|
|
|
+ manualEmitCount: number;
|
|
|
|
+ updateSpeed: number;
|
|
|
|
+ targetStopDuration: number;
|
|
|
|
+ disposeOnStop: boolean;
|
|
|
|
+ minEmitPower: number;
|
|
|
|
+ maxEmitPower: number;
|
|
|
|
+ minLifeTime: number;
|
|
|
|
+ maxLifeTime: number;
|
|
|
|
+ minSize: number;
|
|
|
|
+ maxSize: number;
|
|
|
|
+ minAngularSpeed: number;
|
|
|
|
+ maxAngularSpeed: number;
|
|
|
|
+ particleTexture: Texture;
|
|
|
|
+ layerMask: number;
|
|
|
|
+ onDispose: () => void;
|
|
|
|
+ updateFunction: (particles: Particle[]) => void;
|
|
|
|
+ blendMode: number;
|
|
|
|
+ forceDepthWrite: boolean;
|
|
|
|
+ gravity: Vector3;
|
|
|
|
+ direction1: Vector3;
|
|
|
|
+ direction2: Vector3;
|
|
|
|
+ minEmitBox: Vector3;
|
|
|
|
+ maxEmitBox: Vector3;
|
|
|
|
+ color1: Color4;
|
|
|
|
+ color2: Color4;
|
|
|
|
+ colorDead: Color4;
|
|
|
|
+ textureMask: Color4;
|
|
|
|
+ startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
|
|
|
|
+ startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
|
|
|
|
+ private particles;
|
|
|
|
+ private _capacity;
|
|
|
|
+ private _scene;
|
|
|
|
+ private _vertexDeclaration;
|
|
|
|
+ private _vertexStrideSize;
|
|
|
|
+ private _stockParticles;
|
|
|
|
+ private _newPartsExcess;
|
|
|
|
+ private _vertexBuffer;
|
|
|
|
+ private _indexBuffer;
|
|
|
|
+ private _vertices;
|
|
|
|
+ private _effect;
|
|
|
|
+ private _customEffect;
|
|
|
|
+ private _cachedDefines;
|
|
|
|
+ private _scaledColorStep;
|
|
|
|
+ private _colorDiff;
|
|
|
|
+ private _scaledDirection;
|
|
|
|
+ private _scaledGravity;
|
|
|
|
+ private _currentRenderId;
|
|
|
|
+ private _alive;
|
|
|
|
+ private _started;
|
|
|
|
+ private _stopped;
|
|
|
|
+ private _actualFrame;
|
|
|
|
+ private _scaledUpdateSpeed;
|
|
|
|
+ constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
|
|
|
|
+ recycleParticle(particle: Particle): void;
|
|
|
|
+ getCapacity(): number;
|
|
|
|
+ isAlive(): boolean;
|
|
|
|
+ isStarted(): boolean;
|
|
|
|
+ start(): void;
|
|
|
|
+ stop(): void;
|
|
|
|
+ _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
|
|
|
|
+ private _update(newParticles);
|
|
|
|
+ private _getEffect();
|
|
|
|
+ animate(): void;
|
|
|
|
+ render(): number;
|
|
|
|
+ dispose(): void;
|
|
|
|
+ clone(name: string, newEmitter: any): ParticleSystem;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ class SolidParticle {
|
|
|
|
+ idx: number;
|
|
|
|
+ color: Color4;
|
|
|
|
+ position: Vector3;
|
|
|
|
+ rotation: Vector3;
|
|
|
|
+ quaternion: Vector4;
|
|
|
|
+ scale: Vector3;
|
|
|
|
+ uvs: Vector4;
|
|
|
|
+ velocity: Vector3;
|
|
|
|
+ alive: boolean;
|
|
|
|
+ _pos: number;
|
|
|
|
+ _shape: Vector3[];
|
|
|
|
+ _shapeUV: number[];
|
|
|
|
+ shapeId: number;
|
|
|
|
+ previous: SolidParticle;
|
|
|
|
+ next: SolidParticle;
|
|
|
|
+ idxInShape: number;
|
|
|
|
+ constructor(particleIndex: number, positionIndex: number, shape: Vector3[], shapeUV: number[], shapeId: number, idxInShape: number);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ class SolidParticleSystem implements IDisposable {
|
|
|
|
+ particles: SolidParticle[];
|
|
|
|
+ nbParticles: number;
|
|
|
|
+ billboard: boolean;
|
|
|
|
+ counter: number;
|
|
|
|
+ name: string;
|
|
|
|
+ mesh: Mesh;
|
|
|
|
+ private _scene;
|
|
|
|
+ private _positions;
|
|
|
|
+ private _indices;
|
|
|
|
+ private _normals;
|
|
|
|
+ private _colors;
|
|
|
|
+ private _uvs;
|
|
|
|
+ private _positions32;
|
|
|
|
+ private _normals32;
|
|
|
|
+ private _colors32;
|
|
|
|
+ private _uvs32;
|
|
|
|
+ private _index;
|
|
|
|
+ private _shapeCounter;
|
|
|
|
+ private _copy;
|
|
|
|
+ private _color;
|
|
|
|
+ private _computeParticleColor;
|
|
|
|
+ private _computeParticleTexture;
|
|
|
|
+ private _computeParticleRotation;
|
|
|
|
+ private _computeParticleVertex;
|
|
|
|
+ private _cam_axisZ;
|
|
|
|
+ private _cam_axisY;
|
|
|
|
+ private _cam_axisX;
|
|
|
|
+ private _axisX;
|
|
|
|
+ private _axisY;
|
|
|
|
+ private _axisZ;
|
|
|
|
+ private _camera;
|
|
|
|
+ private _particle;
|
|
|
|
+ private _previousParticle;
|
|
|
|
+ private _fakeCamPos;
|
|
|
|
+ private _rotMatrix;
|
|
|
|
+ private _invertedMatrix;
|
|
|
|
+ private _rotated;
|
|
|
|
+ private _quaternion;
|
|
|
|
+ private _vertex;
|
|
|
|
+ private _yaw;
|
|
|
|
+ private _pitch;
|
|
|
|
+ private _roll;
|
|
|
|
+ private _halfroll;
|
|
|
|
+ private _halfpitch;
|
|
|
|
+ private _halfyaw;
|
|
|
|
+ private _sinRoll;
|
|
|
|
+ private _cosRoll;
|
|
|
|
+ private _sinPitch;
|
|
|
|
+ private _cosPitch;
|
|
|
|
+ private _sinYaw;
|
|
|
|
+ private _cosYaw;
|
|
|
|
+ constructor(name: string, scene: Scene);
|
|
|
|
+ buildMesh(upgradable?: boolean): Mesh;
|
|
|
|
+ private _resetCopy();
|
|
|
|
+ private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, idxInShape, options);
|
|
|
|
+ private _posToShape(positions);
|
|
|
|
+ private _uvsToShapeUV(uvs);
|
|
|
|
+ private _addParticle(p, idxpos, shape, shapeUV, shapeId, idxInShape);
|
|
|
|
+ addShape(mesh: Mesh, nb: number, options?: {
|
|
|
|
+ positionFunction?: any;
|
|
|
|
+ vertexFunction?: any;
|
|
|
|
+ }): number;
|
|
|
|
+ resetParticle(particle: SolidParticle): void;
|
|
|
|
+ setParticles(start?: number, end?: number, update?: boolean): void;
|
|
|
|
+ private _quaternionRotationYPR();
|
|
|
|
+ private _quaternionToRotationMatrix();
|
|
|
|
+ dispose(): void;
|
|
|
|
+ computeParticleRotation: boolean;
|
|
|
|
+ computeParticleColor: boolean;
|
|
|
|
+ computeParticleTexture: boolean;
|
|
|
|
+ computeParticleVertex: boolean;
|
|
|
|
+ initParticles(): void;
|
|
|
|
+ recycleParticle(particle: SolidParticle): SolidParticle;
|
|
|
|
+ updateParticle(particle: SolidParticle): SolidParticle;
|
|
|
|
+ updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
|
|
|
|
+ beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
|
|
|
|
+ afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
class AbstractMesh extends Node implements IDisposable {
|
|
class AbstractMesh extends Node implements IDisposable {
|
|
private static _BILLBOARDMODE_NONE;
|
|
private static _BILLBOARDMODE_NONE;
|
|
private static _BILLBOARDMODE_X;
|
|
private static _BILLBOARDMODE_X;
|
|
@@ -4118,6 +4317,7 @@ declare module BABYLON {
|
|
static CreateDisc(options: {
|
|
static CreateDisc(options: {
|
|
radius?: number;
|
|
radius?: number;
|
|
tessellation?: number;
|
|
tessellation?: number;
|
|
|
|
+ arc?: number;
|
|
sideOrientation?: number;
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
}): VertexData;
|
|
static CreatePolyhedron(options: {
|
|
static CreatePolyhedron(options: {
|
|
@@ -4129,6 +4329,7 @@ declare module BABYLON {
|
|
custom?: any;
|
|
custom?: any;
|
|
faceUV?: Vector4[];
|
|
faceUV?: Vector4[];
|
|
faceColors?: Color4[];
|
|
faceColors?: Color4[];
|
|
|
|
+ singleFace?: boolean;
|
|
sideOrientation?: number;
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
}): VertexData;
|
|
static CreateTorusKnot(options: {
|
|
static CreateTorusKnot(options: {
|
|
@@ -4173,8 +4374,9 @@ declare module BABYLON {
|
|
updatable?: boolean;
|
|
updatable?: boolean;
|
|
}, scene: any): Mesh;
|
|
}, scene: any): Mesh;
|
|
static CreateDisc(name: string, options: {
|
|
static CreateDisc(name: string, options: {
|
|
- radius: number;
|
|
|
|
- tessellation: number;
|
|
|
|
|
|
+ radius?: number;
|
|
|
|
+ tessellation?: number;
|
|
|
|
+ arc?: number;
|
|
updatable?: boolean;
|
|
updatable?: boolean;
|
|
sideOrientation?: number;
|
|
sideOrientation?: number;
|
|
}, scene: Scene): Mesh;
|
|
}, scene: Scene): Mesh;
|
|
@@ -4320,6 +4522,7 @@ declare module BABYLON {
|
|
custom?: any;
|
|
custom?: any;
|
|
faceUV?: Vector4[];
|
|
faceUV?: Vector4[];
|
|
faceColors?: Color4[];
|
|
faceColors?: Color4[];
|
|
|
|
+ singleFace?: boolean;
|
|
updatable?: boolean;
|
|
updatable?: boolean;
|
|
sideOrientation?: number;
|
|
sideOrientation?: number;
|
|
}, scene: Scene): Mesh;
|
|
}, scene: Scene): Mesh;
|
|
@@ -4568,199 +4771,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class Particle {
|
|
|
|
- position: Vector3;
|
|
|
|
- direction: Vector3;
|
|
|
|
- color: Color4;
|
|
|
|
- colorStep: Color4;
|
|
|
|
- lifeTime: number;
|
|
|
|
- age: number;
|
|
|
|
- size: number;
|
|
|
|
- angle: number;
|
|
|
|
- angularSpeed: number;
|
|
|
|
- copyTo(other: Particle): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class ParticleSystem implements IDisposable {
|
|
|
|
- name: string;
|
|
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- static BLENDMODE_ONEONE: number;
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- static BLENDMODE_STANDARD: number;
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- id: string;
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- renderingGroupId: number;
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- emitter: any;
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- emitRate: number;
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- manualEmitCount: number;
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- updateSpeed: number;
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- targetStopDuration: number;
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- disposeOnStop: boolean;
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- minEmitPower: number;
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- maxEmitPower: number;
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- minLifeTime: number;
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- maxLifeTime: number;
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- minSize: number;
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- maxSize: number;
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- minAngularSpeed: number;
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- maxAngularSpeed: number;
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- particleTexture: Texture;
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- layerMask: number;
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- onDispose: () => void;
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- updateFunction: (particles: Particle[]) => void;
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- blendMode: number;
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- forceDepthWrite: boolean;
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- gravity: Vector3;
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- direction1: Vector3;
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- direction2: Vector3;
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- minEmitBox: Vector3;
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- maxEmitBox: Vector3;
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- color1: Color4;
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- color2: Color4;
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- colorDead: Color4;
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- textureMask: Color4;
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- startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
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- startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
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- private particles;
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- private _capacity;
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- private _scene;
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- private _vertexDeclaration;
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- private _vertexStrideSize;
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- private _stockParticles;
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- private _newPartsExcess;
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- private _vertexBuffer;
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- private _indexBuffer;
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- private _vertices;
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- private _effect;
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- private _customEffect;
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|
- private _cachedDefines;
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|
|
- private _scaledColorStep;
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|
|
- private _colorDiff;
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|
|
- private _scaledDirection;
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|
|
- private _scaledGravity;
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|
|
- private _currentRenderId;
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- private _alive;
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- private _started;
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|
- private _stopped;
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- private _actualFrame;
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|
|
- private _scaledUpdateSpeed;
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- constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
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|
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- recycleParticle(particle: Particle): void;
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- getCapacity(): number;
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|
|
- isAlive(): boolean;
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|
- isStarted(): boolean;
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|
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- start(): void;
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|
|
- stop(): void;
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|
|
- _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
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|
|
- private _update(newParticles);
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|
|
- private _getEffect();
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|
|
- animate(): void;
|
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|
|
- render(): number;
|
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|
|
- dispose(): void;
|
|
|
|
- clone(name: string, newEmitter: any): ParticleSystem;
|
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|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class SolidParticle {
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|
|
- shapeId: number;
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|
|
- idx: number;
|
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|
|
- color: Color4;
|
|
|
|
- position: Vector3;
|
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|
|
- rotation: Vector3;
|
|
|
|
- quaternion: Vector4;
|
|
|
|
- scale: Vector3;
|
|
|
|
- uvs: Vector4;
|
|
|
|
- velocity: Vector3;
|
|
|
|
- alive: boolean;
|
|
|
|
- _pos: number;
|
|
|
|
- _shape: Vector3[];
|
|
|
|
- _shapeUV: number[];
|
|
|
|
- previous: SolidParticle;
|
|
|
|
- next: SolidParticle;
|
|
|
|
- constructor(particleIndex: number, positionIndex: number, shape: Vector3[], shapeUV: number[], shapeId: number);
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
- class SolidParticleSystem implements IDisposable {
|
|
|
|
- particles: SolidParticle[];
|
|
|
|
- nbParticles: number;
|
|
|
|
- billboard: boolean;
|
|
|
|
- counter: number;
|
|
|
|
- name: string;
|
|
|
|
- mesh: Mesh;
|
|
|
|
- private _scene;
|
|
|
|
- private _positions;
|
|
|
|
- private _indices;
|
|
|
|
- private _normals;
|
|
|
|
- private _colors;
|
|
|
|
- private _uvs;
|
|
|
|
- private _positions32;
|
|
|
|
- private _normals32;
|
|
|
|
- private _colors32;
|
|
|
|
- private _uvs32;
|
|
|
|
- private _index;
|
|
|
|
- private _shapeCounter;
|
|
|
|
- private _copy;
|
|
|
|
- private _color;
|
|
|
|
- private _computeParticleColor;
|
|
|
|
- private _computeParticleTexture;
|
|
|
|
- private _computeParticleRotation;
|
|
|
|
- private _computeParticleVertex;
|
|
|
|
- private _cam_axisZ;
|
|
|
|
- private _cam_axisY;
|
|
|
|
- private _cam_axisX;
|
|
|
|
- private _axisX;
|
|
|
|
- private _axisY;
|
|
|
|
- private _axisZ;
|
|
|
|
- private _camera;
|
|
|
|
- private _particle;
|
|
|
|
- private _previousParticle;
|
|
|
|
- private _fakeCamPos;
|
|
|
|
- private _rotMatrix;
|
|
|
|
- private _invertedMatrix;
|
|
|
|
- private _rotated;
|
|
|
|
- private _quaternion;
|
|
|
|
- private _vertex;
|
|
|
|
- private _yaw;
|
|
|
|
- private _pitch;
|
|
|
|
- private _roll;
|
|
|
|
- private _halfroll;
|
|
|
|
- private _halfpitch;
|
|
|
|
- private _halfyaw;
|
|
|
|
- private _sinRoll;
|
|
|
|
- private _cosRoll;
|
|
|
|
- private _sinPitch;
|
|
|
|
- private _cosPitch;
|
|
|
|
- private _sinYaw;
|
|
|
|
- private _cosYaw;
|
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
|
- buildMesh(upgradable?: boolean): Mesh;
|
|
|
|
- private _resetCopy();
|
|
|
|
- private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, customBuilder);
|
|
|
|
- private _posToShape(positions);
|
|
|
|
- private _uvsToShapeUV(uvs);
|
|
|
|
- private _addParticle(p, idxpos, shape, shapeUV, shapeId);
|
|
|
|
- addShape(mesh: Mesh, nb: number, customBuilder?: any): number;
|
|
|
|
- resetParticle(particle: SolidParticle): void;
|
|
|
|
- setParticles(start?: number, end?: number, update?: boolean): void;
|
|
|
|
- private _quaternionRotationYPR();
|
|
|
|
- private _quaternionToRotationMatrix();
|
|
|
|
- dispose(): void;
|
|
|
|
- computeParticleRotation: boolean;
|
|
|
|
- computeParticleColor: boolean;
|
|
|
|
- computeParticleTexture: boolean;
|
|
|
|
- computeParticleVertex: boolean;
|
|
|
|
- initParticles(): void;
|
|
|
|
- recycleParticle(particle: SolidParticle): SolidParticle;
|
|
|
|
- updateParticle(particle: SolidParticle): SolidParticle;
|
|
|
|
- updateParticleVertex(particle: SolidParticle, vertex: Vector3, i: number): Vector3;
|
|
|
|
- beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
|
|
|
|
- afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
interface IPhysicsEnginePlugin {
|
|
interface IPhysicsEnginePlugin {
|
|
initialize(iterations?: number): any;
|
|
initialize(iterations?: number): any;
|
|
setGravity(gravity: Vector3): void;
|
|
setGravity(gravity: Vector3): void;
|
|
@@ -4815,6 +4825,27 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
|
|
+ class ReflectionProbe {
|
|
|
|
+ name: string;
|
|
|
|
+ private _scene;
|
|
|
|
+ private _renderTargetTexture;
|
|
|
|
+ private _projectionMatrix;
|
|
|
|
+ private _viewMatrix;
|
|
|
|
+ private _target;
|
|
|
|
+ private _add;
|
|
|
|
+ private _attachedMesh;
|
|
|
|
+ position: Vector3;
|
|
|
|
+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
|
+ refreshRate: number;
|
|
|
|
+ getScene(): Scene;
|
|
|
|
+ cubeTexture: RenderTargetTexture;
|
|
|
|
+ renderList: AbstractMesh[];
|
|
|
|
+ attachToMesh(mesh: AbstractMesh): void;
|
|
|
|
+ dispose(): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
@@ -5368,27 +5399,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class ReflectionProbe {
|
|
|
|
- name: string;
|
|
|
|
- private _scene;
|
|
|
|
- private _renderTargetTexture;
|
|
|
|
- private _projectionMatrix;
|
|
|
|
- private _viewMatrix;
|
|
|
|
- private _target;
|
|
|
|
- private _add;
|
|
|
|
- private _attachedMesh;
|
|
|
|
- position: Vector3;
|
|
|
|
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
|
- refreshRate: number;
|
|
|
|
- getScene(): Scene;
|
|
|
|
- cubeTexture: RenderTargetTexture;
|
|
|
|
- renderList: AbstractMesh[];
|
|
|
|
- attachToMesh(mesh: AbstractMesh): void;
|
|
|
|
- dispose(): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
class BoundingBoxRenderer {
|
|
class BoundingBoxRenderer {
|
|
frontColor: Color3;
|
|
frontColor: Color3;
|
|
backColor: Color3;
|
|
backColor: Color3;
|
|
@@ -5467,6 +5477,7 @@ declare module BABYLON {
|
|
private _transparentSubMeshes;
|
|
private _transparentSubMeshes;
|
|
private _alphaTestSubMeshes;
|
|
private _alphaTestSubMeshes;
|
|
private _activeVertices;
|
|
private _activeVertices;
|
|
|
|
+ onBeforeTransparentRendering: () => void;
|
|
constructor(index: number, scene: Scene);
|
|
constructor(index: number, scene: Scene);
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
|
|
prepare(): void;
|
|
prepare(): void;
|
|
@@ -5480,10 +5491,15 @@ declare module BABYLON {
|
|
private _scene;
|
|
private _scene;
|
|
private _renderingGroups;
|
|
private _renderingGroups;
|
|
private _depthBufferAlreadyCleaned;
|
|
private _depthBufferAlreadyCleaned;
|
|
|
|
+ private _currentIndex;
|
|
|
|
+ private _currentActiveMeshes;
|
|
|
|
+ private _currentRenderParticles;
|
|
|
|
+ private _currentRenderSprites;
|
|
constructor(scene: Scene);
|
|
constructor(scene: Scene);
|
|
private _renderParticles(index, activeMeshes);
|
|
private _renderParticles(index, activeMeshes);
|
|
private _renderSprites(index);
|
|
private _renderSprites(index);
|
|
private _clearDepthBuffer();
|
|
private _clearDepthBuffer();
|
|
|
|
+ private _renderSpritesAndParticles();
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
|
|
reset(): void;
|
|
reset(): void;
|
|
dispatch(subMesh: SubMesh): void;
|
|
dispatch(subMesh: SubMesh): void;
|
|
@@ -6292,9 +6308,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Internals {
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
class ShadowGenerator {
|
|
class ShadowGenerator {
|
|
private static _FILTER_NONE;
|
|
private static _FILTER_NONE;
|
|
@@ -6348,6 +6361,9 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+declare module BABYLON.Internals {
|
|
|
|
+}
|
|
|
|
+
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
class BaseTexture {
|
|
class BaseTexture {
|
|
name: string;
|
|
name: string;
|