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@@ -3597,6 +3597,120 @@ 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 BoundingBox implements ICullable {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ vectors: Vector3[];
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+ center: Vector3;
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+ centerWorld: Vector3;
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+ extendSize: Vector3;
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+ extendSizeWorld: Vector3;
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+ directions: Vector3[];
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+ vectorsWorld: Vector3[];
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+ minimumWorld: Vector3;
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+ maximumWorld: Vector3;
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+ private _worldMatrix;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ getWorldMatrix(): Matrix;
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+ setWorldMatrix(matrix: Matrix): BoundingBox;
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
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+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ interface ICullable {
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ }
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+ class BoundingInfo implements ICullable {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ boundingBox: BoundingBox;
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+ boundingSphere: BoundingSphere;
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+ private _isLocked;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ isLocked: boolean;
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+ update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ _checkCollision(collider: Collider): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingSphere {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ center: Vector3;
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+ radius: number;
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+ centerWorld: Vector3;
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+ radiusWorld: number;
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+ private _tempRadiusVector;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Ray {
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+ origin: Vector3;
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+ direction: Vector3;
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+ length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ private _tmpRay;
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+ private _rayHelper;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ intersectsBox(box: BoundingBox): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ intersectsPlane(plane: Plane): number;
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+ intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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+ intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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+ private _comparePickingInfo(pickingInfoA, pickingInfoB);
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+ private static smallnum;
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+ private static rayl;
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+ /**
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+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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+ static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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+ }
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+}
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+
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+declare module BABYLON {
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class Collider {
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class Collider {
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radius: Vector3;
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radius: Vector3;
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retry: number;
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retry: number;
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@@ -3839,120 +3953,6 @@ declare module BABYLON {
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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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- class BoundingBox implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- vectors: Vector3[];
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- center: Vector3;
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- centerWorld: Vector3;
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- extendSize: Vector3;
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- extendSizeWorld: Vector3;
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- directions: Vector3[];
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- vectorsWorld: Vector3[];
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- minimumWorld: Vector3;
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- maximumWorld: Vector3;
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- private _worldMatrix;
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- constructor(minimum: Vector3, maximum: Vector3);
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- getWorldMatrix(): Matrix;
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- setWorldMatrix(matrix: Matrix): BoundingBox;
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsMinMax(min: Vector3, max: Vector3): boolean;
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- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- interface ICullable {
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- }
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- class BoundingInfo implements ICullable {
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- minimum: Vector3;
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- maximum: Vector3;
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- boundingBox: BoundingBox;
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- boundingSphere: BoundingSphere;
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- private _isLocked;
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- constructor(minimum: Vector3, maximum: Vector3);
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- isLocked: boolean;
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- update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- _checkCollision(collider: Collider): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingSphere {
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- minimum: Vector3;
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- maximum: Vector3;
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- center: Vector3;
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- radius: number;
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- centerWorld: Vector3;
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- radiusWorld: number;
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- private _tempRadiusVector;
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- constructor(minimum: Vector3, maximum: Vector3);
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class Ray {
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- origin: Vector3;
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- direction: Vector3;
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- length: number;
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- private _edge1;
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- private _edge2;
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- private _pvec;
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- private _tvec;
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- private _qvec;
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- private _tmpRay;
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- private _rayHelper;
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- constructor(origin: Vector3, direction: Vector3, length?: number);
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- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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- intersectsBox(box: BoundingBox): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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- intersectsPlane(plane: Plane): number;
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- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
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- intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
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- private _comparePickingInfo(pickingInfoA, pickingInfoB);
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- private static smallnum;
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- private static rayl;
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- /**
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- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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- * @param sega the first point of the segment to test the intersection against
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- * @param segb the second point of the segment to test the intersection against
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- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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- */
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- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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- /**
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- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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- * transformed to the given world matrix.
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- * @param origin The origin point
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- * @param end The end point
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- * @param world a matrix to transform the ray to. Default is the identity matrix.
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- */
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- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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- static Transform(ray: Ray, matrix: Matrix): Ray;
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- static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
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- }
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-}
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-
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declare module BABYLON.Debug {
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declare module BABYLON.Debug {
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class AxesViewer {
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class AxesViewer {
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private _xline;
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private _xline;
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@@ -5594,6 +5594,66 @@ 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 StandardMaterialDefines extends MaterialDefines {
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+ DIFFUSE: boolean;
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+ AMBIENT: boolean;
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+ OPACITY: boolean;
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+ OPACITYRGB: boolean;
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+ REFLECTION: boolean;
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+ EMISSIVE: boolean;
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+ SPECULAR: boolean;
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+ BUMP: boolean;
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+ PARALLAX: boolean;
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+ PARALLAXOCCLUSION: boolean;
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+ SPECULAROVERALPHA: boolean;
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+ CLIPPLANE: boolean;
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+ ALPHATEST: boolean;
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+ ALPHAFROMDIFFUSE: boolean;
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+ POINTSIZE: boolean;
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+ FOG: boolean;
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+ SPECULARTERM: boolean;
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+ DIFFUSEFRESNEL: boolean;
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+ OPACITYFRESNEL: boolean;
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+ REFLECTIONFRESNEL: boolean;
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+ REFRACTIONFRESNEL: boolean;
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+ EMISSIVEFRESNEL: boolean;
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+ FRESNEL: boolean;
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+ NORMAL: boolean;
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+ UV1: boolean;
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+ UV2: boolean;
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+ VERTEXCOLOR: boolean;
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+ VERTEXALPHA: boolean;
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+ NUM_BONE_INFLUENCERS: number;
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+ BonesPerMesh: number;
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+ INSTANCES: boolean;
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+ GLOSSINESS: boolean;
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+ ROUGHNESS: boolean;
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+ EMISSIVEASILLUMINATION: boolean;
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+ LINKEMISSIVEWITHDIFFUSE: boolean;
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+ REFLECTIONFRESNELFROMSPECULAR: boolean;
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+ LIGHTMAP: boolean;
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+ USELIGHTMAPASSHADOWMAP: boolean;
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+ REFLECTIONMAP_3D: boolean;
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+ REFLECTIONMAP_SPHERICAL: boolean;
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+ REFLECTIONMAP_PLANAR: boolean;
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+ REFLECTIONMAP_CUBIC: boolean;
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+ REFLECTIONMAP_PROJECTION: boolean;
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+ REFLECTIONMAP_SKYBOX: boolean;
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+ REFLECTIONMAP_EXPLICIT: boolean;
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+ REFLECTIONMAP_EQUIRECTANGULAR: boolean;
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+ REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
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+ INVERTCUBICMAP: boolean;
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+ LOGARITHMICDEPTH: boolean;
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+ REFRACTION: boolean;
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+ REFRACTIONMAP_3D: boolean;
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+ REFLECTIONOVERALPHA: boolean;
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+ INVERTNORMALMAPX: boolean;
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+ INVERTNORMALMAPY: boolean;
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+ SHADOWFULLFLOAT: boolean;
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+ CAMERACOLORGRADING: boolean;
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+ CAMERACOLORCURVES: boolean;
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+ constructor();
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+ }
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class StandardMaterial extends Material {
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class StandardMaterial extends Material {
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diffuseTexture: BaseTexture;
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diffuseTexture: BaseTexture;
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ambientTexture: BaseTexture;
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ambientTexture: BaseTexture;
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@@ -5650,21 +5710,21 @@ declare module BABYLON {
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* corresponding to low luminance, medium luminance, and high luminance areas respectively.
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* corresponding to low luminance, medium luminance, and high luminance areas respectively.
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*/
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*/
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cameraColorCurves: ColorCurves;
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cameraColorCurves: ColorCurves;
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- private _renderTargets;
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- private _worldViewProjectionMatrix;
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- private _globalAmbientColor;
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- private _renderId;
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- private _defines;
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- private _cachedDefines;
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- private _useLogarithmicDepth;
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+ protected _renderTargets: SmartArray<RenderTargetTexture>;
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+ protected _worldViewProjectionMatrix: Matrix;
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+ protected _globalAmbientColor: Color3;
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+ protected _renderId: number;
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+ protected _defines: StandardMaterialDefines;
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+ protected _cachedDefines: StandardMaterialDefines;
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+ protected _useLogarithmicDepth: boolean;
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constructor(name: string, scene: Scene);
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constructor(name: string, scene: Scene);
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getClassName(): string;
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getClassName(): string;
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useLogarithmicDepth: boolean;
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useLogarithmicDepth: boolean;
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needAlphaBlending(): boolean;
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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needAlphaTesting(): boolean;
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- private _shouldUseAlphaFromDiffuseTexture();
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+ protected _shouldUseAlphaFromDiffuseTexture(): boolean;
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getAlphaTestTexture(): BaseTexture;
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getAlphaTestTexture(): BaseTexture;
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- private _checkCache(scene, mesh?, useInstances?);
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+ protected _checkCache(scene: Scene, mesh?: AbstractMesh, useInstances?: boolean): boolean;
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isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
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isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
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unbind(): void;
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unbind(): void;
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bindOnlyWorldMatrix(world: Matrix): void;
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bindOnlyWorldMatrix(world: Matrix): void;
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@@ -11591,6 +11651,29 @@ 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 ReflectionProbe {
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+ name: string;
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+ private _scene;
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+ private _renderTargetTexture;
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+ private _projectionMatrix;
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+ private _viewMatrix;
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+ private _target;
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+ private _add;
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+ private _attachedMesh;
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|
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+ invertYAxis: boolean;
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+ position: Vector3;
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+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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+ samples: number;
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+ refreshRate: number;
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|
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+ getScene(): Scene;
|
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|
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+ readonly cubeTexture: RenderTargetTexture;
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+ readonly renderList: AbstractMesh[];
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|
|
+ attachToMesh(mesh: AbstractMesh): void;
|
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|
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+ dispose(): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
private _passedProcess;
|
|
private _passedProcess;
|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
@@ -12503,29 +12586,6 @@ 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;
|
|
|
|
- invertYAxis: boolean;
|
|
|
|
- position: Vector3;
|
|
|
|
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
|
- samples: number;
|
|
|
|
- refreshRate: number;
|
|
|
|
- getScene(): Scene;
|
|
|
|
- readonly cubeTexture: RenderTargetTexture;
|
|
|
|
- readonly renderList: AbstractMesh[];
|
|
|
|
- attachToMesh(mesh: AbstractMesh): void;
|
|
|
|
- dispose(): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
class Sprite {
|
|
class Sprite {
|
|
name: string;
|
|
name: string;
|
|
position: Vector3;
|
|
position: Vector3;
|
|
@@ -13005,6 +13065,9 @@ declare module BABYLON {
|
|
private _checkChanges(newState, currentState);
|
|
private _checkChanges(newState, currentState);
|
|
}
|
|
}
|
|
class OculusTouchController extends WebVRController {
|
|
class OculusTouchController extends WebVRController {
|
|
|
|
+ private _defaultModel;
|
|
|
|
+ private _hlButtonA;
|
|
|
|
+ private _hlButtonB;
|
|
onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
|
|
onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
|
|
onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
|
|
onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
|
|
constructor(vrGamepad: any);
|
|
constructor(vrGamepad: any);
|
|
@@ -13017,6 +13080,7 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
class ViveController extends WebVRController {
|
|
class ViveController extends WebVRController {
|
|
private _defaultModel;
|
|
private _defaultModel;
|
|
|
|
+ private _hlButtonMenu;
|
|
constructor(vrGamepad: any);
|
|
constructor(vrGamepad: any);
|
|
initControllerMesh(scene: Scene): void;
|
|
initControllerMesh(scene: Scene): void;
|
|
readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
|
|
readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
|