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@@ -335,6 +335,12 @@ declare module BABYLON {
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static ComputeNavigationPath(start: BABYLON.Vector3, end: BABYLON.Vector3, closetPoint?: boolean): BABYLON.Vector3[];
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/** Animate movement along a navigation path. (Navigation Helper) */
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static MoveAlongNavigationPath(scene: BABYLON.Scene, agent: BABYLON.TransformNode, path: BABYLON.Vector3[], speed?: number, easing?: BABYLON.EasingFunction, callback?: () => void): BABYLON.Animation;
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+ /** Creates a cylinder obstacle and add it to the navigation. (Navigation Helper) */
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+ static AddNavigationCylinderObstacle(position: BABYLON.Vector3, radius: number, height: number): BABYLON.IObstacle;
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+ /** Creates an oriented box obstacle and add it to the navigation. (Navigation Helper) */
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+ static AddNavigationBoxObstacle(position: BABYLON.Vector3, extent: BABYLON.Vector3, angle: number): BABYLON.IObstacle;
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+ /** Removes an obstacle created by addCylinderObstacle or addBoxObstacle. (Navigation Helper) */
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+ static RemoveNavigationObstacle(obstacle: BABYLON.IObstacle): void;
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/** Global gamepad manager */
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static GamepadManager: BABYLON.GamepadManager;
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/** Global gamepad connect event handler */
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@@ -1690,11 +1696,11 @@ declare module BABYLON {
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private static FPS;
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private static TIME;
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private static EXIT;
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+ private static XZMIN;
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private _frametime;
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private _layercount;
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private _updatemode;
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private _hasrootmotion;
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- private _processmotion;
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private _initialtargetblending;
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private _hastransformhierarchy;
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private _leftfeetbottomheight;
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@@ -1711,6 +1717,7 @@ declare module BABYLON {
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private _rootBoneWeight;
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private _rotationWeight;
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private _rootQuatWeight;
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+ private _angularVelocity;
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private _positionHolder;
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private _rootBoneHolder;
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private _rotationHolder;
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@@ -1724,8 +1731,14 @@ declare module BABYLON {
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private _lastMotionPosition;
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private _quatRotationDiff;
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private _quatRotateVector;
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+ private _deltaPositionFixed;
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+ private _deltaPositionMatrix;
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private _dirtyMotionMatrix;
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private _dirtyBlenderMatrix;
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+ private transformForwardVector;
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+ private transformRightVector;
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+ private desiredForwardVector;
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+ private desiredRightVector;
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private _targetPosition;
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private _targetRotation;
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private _targetScaling;
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@@ -1746,8 +1759,6 @@ declare module BABYLON {
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moveWithCollisions: boolean;
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hasRootMotion(): boolean;
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getAnimationTime(): number;
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- getRootPosition(): BABYLON.Vector3;
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- getRootRotation(): BABYLON.Quaternion;
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getDeltaPosition(): BABYLON.Vector3;
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getDeltaRotation(): BABYLON.Quaternion;
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getRuntimeController(): string;
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@@ -1790,13 +1801,12 @@ declare module BABYLON {
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getRootTransform(): BABYLON.TransformNode;
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getRigidbodyPhysics(): BABYLON.RigidbodyPhysics;
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getCharacterController(): BABYLON.CharacterController;
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- getRootMotionSpeed(): number;
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getRootMotionAngle(): number;
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+ getRootMotionSpeed(): number;
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private awakeStateMachine;
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private lateStateMachine;
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private destroyStateMachine;
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private updateAnimationState;
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- private updateAnimationCurves;
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private updateAnimationTargets;
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private updateBlendableTargets;
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private finalizeAnimationTargets;
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@@ -1876,6 +1886,8 @@ declare module BABYLON {
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transitions: BABYLON.ITransition[];
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behaviours: BABYLON.IBehaviour[];
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events: BABYLON.IAnimatorEvent[];
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+ ccurves: BABYLON.IUnityCurve[];
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+ tcurves: BABYLON.Animation[];
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constructor();
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}
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class TransitionCheck {
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@@ -2600,14 +2612,10 @@ declare module BABYLON {
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getAngularVelocity(): BABYLON.Nullable<BABYLON.Vector3>;
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/** Sets entity angular velocity using physics impostor. */
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setAngularVelocity(velocity: BABYLON.Vector3): void;
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- /** sets the native physics world transform object using physics impostor body. (Advanved Use Only) */
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- /** Gets the native physics world transform object using physics impostor body. (Advanved Use Only) */
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- /** Sets the entity world transform position using physics impostor body. (Advanved Use Only) */
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- /** Gets the entity world transform position using physics impostor body. (Advanved Use Only) */
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- /** Gets the entity world transform position using physics impostor body. (Advanved Use Only) */
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- /** Sets the entity world transform position using physics impostor body. (Advanved Use Only) */
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- /** Gets the entity world transform rotation using physics impostor body. (Advanved Use Only) */
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- /** Gets the entity world transform rotation using physics impostor body. (Advanved Use Only) */
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+ /** Gets the native physics world transform object using physics impostor body. (Ammo.btTransform) */
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+ getWorldTransform(): any;
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+ /** sets the native physics world transform object using physics impostor body. (Ammo.btTransform) */
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+ setWorldTransform(btTransform: any): any;
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clearForces(): void;
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applyTorque(torque: BABYLON.Vector3): void;
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applyLocalTorque(torque: BABYLON.Vector3): void;
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