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@@ -1251,7 +1251,9 @@ declare module BABYLON {
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currentFrame: number;
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allowMatricesInterpolation: boolean;
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private _ranges;
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- static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Animatable;
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+ static _PrepareAnimation(targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Animation;
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+ static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Animatable;
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+ static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Animatable;
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constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
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createRange(name: string, from: number, to: number): void;
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deleteRange(name: string): void;
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@@ -1535,57 +1537,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class Bone extends Node {
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- name: string;
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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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-declare module BABYLON {
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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 _isDirty;
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- private _transformMatrices;
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- private _animatables;
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- private _identity;
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- private _ranges;
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- constructor(name: string, id: string, scene: Scene);
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- getTransformMatrices(): Float32Array;
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- getScene(): Scene;
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- createAnimationRange(name: string, from: number, to: number): void;
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- deleteAnimationRange(name: string): void;
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- getAnimationRange(name: string): AnimationRange;
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- beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void;
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- _markAsDirty(): void;
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- prepare(): void;
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- getAnimatables(): IAnimatable[];
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- clone(name: string, id: string): Skeleton;
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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 ArcRotateCamera extends TargetCamera {
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alpha: number;
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beta: number;
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@@ -1977,6 +1928,117 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class Bone extends Node {
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+ name: string;
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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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+declare module BABYLON {
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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 _isDirty;
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+ private _transformMatrices;
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+ private _animatables;
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+ private _identity;
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+ private _ranges;
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+ constructor(name: string, id: string, scene: Scene);
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+ getTransformMatrices(): Float32Array;
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+ getScene(): Scene;
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+ createAnimationRange(name: string, from: number, to: number): void;
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+ deleteAnimationRange(name: string): void;
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+ getAnimationRange(name: string): AnimationRange;
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+ beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void;
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+ _markAsDirty(): void;
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+ prepare(): void;
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+ getAnimatables(): IAnimatable[];
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+ clone(name: string, id: string): Skeleton;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingBox {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ vectors: Vector3[];
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+ center: Vector3;
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+ extendSize: Vector3;
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+ directions: Vector3[];
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+ vectorsWorld: Vector3[];
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+ minimumWorld: Vector3;
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+ maximumWorld: Vector3;
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+ private _worldMatrix;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ getWorldMatrix(): Matrix;
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+ _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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+ class BoundingInfo {
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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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+ 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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+ 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 Collider {
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radius: Vector3;
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retry: number;
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@@ -2294,66 +2356,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- class BoundingBox {
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- minimum: Vector3;
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- maximum: Vector3;
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- vectors: Vector3[];
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- center: Vector3;
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- extendSize: Vector3;
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- directions: Vector3[];
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- vectorsWorld: Vector3[];
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- minimumWorld: Vector3;
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- maximumWorld: Vector3;
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- private _worldMatrix;
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- constructor(minimum: Vector3, maximum: Vector3);
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- getWorldMatrix(): Matrix;
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- _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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- class BoundingInfo {
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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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- 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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- 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 DirectionalLight extends Light implements IShadowLight {
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direction: Vector3;
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position: Vector3;
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@@ -3575,61 +3577,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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- interface IPhysicsEnginePlugin {
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- initialize(iterations?: number): any;
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- setGravity(gravity: Vector3): void;
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- runOneStep(delta: number): void;
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- registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
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- registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
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- unregisterMesh(mesh: AbstractMesh): any;
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- applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
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- createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
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- dispose(): void;
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- isSupported(): boolean;
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- updateBodyPosition(mesh: AbstractMesh): void;
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- getWorldObject(): any;
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- getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
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- }
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- interface PhysicsBodyCreationOptions {
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- mass: number;
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- friction: number;
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- restitution: number;
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- }
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- interface PhysicsCompoundBodyPart {
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- mesh: Mesh;
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- impostor: number;
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- }
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- class PhysicsEngine {
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- gravity: Vector3;
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- private _currentPlugin;
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- constructor(plugin?: IPhysicsEnginePlugin);
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- _initialize(gravity?: Vector3): void;
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- _runOneStep(delta: number): void;
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- _setGravity(gravity: Vector3): void;
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- _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
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- _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
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- _unregisterMesh(mesh: AbstractMesh): void;
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- _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
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- _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
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- _updateBodyPosition(mesh: AbstractMesh): void;
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- dispose(): void;
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- isSupported(): boolean;
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- getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
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- static NoImpostor: number;
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- static SphereImpostor: number;
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- static BoxImpostor: number;
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- static PlaneImpostor: number;
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- static MeshImpostor: number;
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- static CapsuleImpostor: number;
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- static ConeImpostor: number;
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- static CylinderImpostor: number;
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- static ConvexHullImpostor: number;
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- static HeightmapImpostor: number;
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- static Epsilon: number;
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- }
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-}
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-
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-declare module BABYLON {
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class AbstractMesh extends Node implements IDisposable {
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private static _BILLBOARDMODE_NONE;
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private static _BILLBOARDMODE_X;
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@@ -4914,6 +4861,82 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ interface IPhysicsEnginePlugin {
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+ initialize(iterations?: number): any;
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+ setGravity(gravity: Vector3): void;
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+ runOneStep(delta: number): void;
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+ registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
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+ registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
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+ unregisterMesh(mesh: AbstractMesh): any;
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+ applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
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+ createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
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+ dispose(): void;
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+ isSupported(): boolean;
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+ updateBodyPosition(mesh: AbstractMesh): void;
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+ getWorldObject(): any;
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+ getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
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+ }
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+ interface PhysicsBodyCreationOptions {
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+ mass: number;
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+ friction: number;
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+ restitution: number;
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+ }
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+ interface PhysicsCompoundBodyPart {
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+ mesh: Mesh;
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+ impostor: number;
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+ }
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+ class PhysicsEngine {
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+ gravity: Vector3;
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+ private _currentPlugin;
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+ constructor(plugin?: IPhysicsEnginePlugin);
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+ _initialize(gravity?: Vector3): void;
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+ _runOneStep(delta: number): void;
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+ _setGravity(gravity: Vector3): void;
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+ _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
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+ _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
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+ _unregisterMesh(mesh: AbstractMesh): void;
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+ _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
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+ _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
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+ _updateBodyPosition(mesh: AbstractMesh): void;
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+ dispose(): void;
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+ isSupported(): boolean;
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+ getPhysicsBodyOfMesh(mesh: AbstractMesh): any;
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+ static NoImpostor: number;
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+ static SphereImpostor: number;
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+ static BoxImpostor: number;
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+ static PlaneImpostor: number;
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+ static MeshImpostor: number;
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+ static CapsuleImpostor: number;
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+ static ConeImpostor: number;
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+ static CylinderImpostor: number;
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+ static ConvexHullImpostor: number;
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+ static HeightmapImpostor: number;
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+ static Epsilon: number;
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+ }
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+}
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+
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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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+ position: Vector3;
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+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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+ refreshRate: number;
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+ getScene(): Scene;
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+ cubeTexture: RenderTargetTexture;
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+ renderList: AbstractMesh[];
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+ attachToMesh(mesh: AbstractMesh): 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 AnaglyphPostProcess extends PostProcess {
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constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
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}
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@@ -5479,27 +5502,6 @@ declare module BABYLON {
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}
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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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- position: Vector3;
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- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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- refreshRate: number;
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- getScene(): Scene;
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- cubeTexture: RenderTargetTexture;
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- renderList: AbstractMesh[];
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- attachToMesh(mesh: AbstractMesh): 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 BoundingBoxRenderer {
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frontColor: Color3;
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backColor: Color3;
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@@ -5607,68 +5609,6 @@ declare module BABYLON {
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}
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}
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-declare module BABYLON {
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- class Sprite {
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- name: string;
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- position: Vector3;
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- color: Color4;
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- width: number;
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- height: number;
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- angle: number;
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- cellIndex: number;
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- invertU: number;
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- invertV: number;
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- disposeWhenFinishedAnimating: boolean;
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- animations: Animation[];
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- isPickable: boolean;
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- actionManager: ActionManager;
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- private _animationStarted;
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- private _loopAnimation;
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- private _fromIndex;
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- private _toIndex;
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- private _delay;
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- private _direction;
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- private _frameCount;
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- private _manager;
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- private _time;
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- size: number;
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- constructor(name: string, manager: SpriteManager);
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- playAnimation(from: number, to: number, loop: boolean, delay: number): void;
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- stopAnimation(): void;
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- _animate(deltaTime: number): 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 SpriteManager {
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- name: string;
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- cellSize: number;
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- sprites: Sprite[];
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- renderingGroupId: number;
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- layerMask: number;
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- onDispose: () => void;
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- fogEnabled: boolean;
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- isPickable: boolean;
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- private _capacity;
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- private _spriteTexture;
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- private _epsilon;
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- private _scene;
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- private _vertexDeclaration;
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- private _vertexStrideSize;
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- private _vertexBuffer;
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- private _indexBuffer;
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- private _vertices;
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- private _effectBase;
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- private _effectFog;
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- constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
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- private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
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- intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
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- render(): 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.Internals {
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class AndOrNotEvaluator {
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static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
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@@ -6333,6 +6273,68 @@ declare module BABYLON {
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}
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declare module BABYLON {
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+ class Sprite {
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+ name: string;
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+ position: Vector3;
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+ color: Color4;
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+ width: number;
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+ height: number;
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+ angle: number;
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+ cellIndex: number;
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+ invertU: number;
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+ invertV: number;
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+ disposeWhenFinishedAnimating: boolean;
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+ animations: Animation[];
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+ isPickable: boolean;
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+ actionManager: ActionManager;
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+ private _animationStarted;
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+ private _loopAnimation;
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+ private _fromIndex;
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+ private _toIndex;
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+ private _delay;
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+ private _direction;
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+ private _frameCount;
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+ private _manager;
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+ private _time;
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+ size: number;
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+ constructor(name: string, manager: SpriteManager);
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+ playAnimation(from: number, to: number, loop: boolean, delay: number): void;
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+ stopAnimation(): void;
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+ _animate(deltaTime: number): void;
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+ dispose(): void;
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+ }
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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 SpriteManager {
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+ name: string;
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|
|
+ cellSize: number;
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|
|
+ sprites: Sprite[];
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|
|
+ renderingGroupId: number;
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|
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+ layerMask: number;
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|
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+ onDispose: () => void;
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|
|
+ fogEnabled: boolean;
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|
|
+ isPickable: boolean;
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|
|
+ private _capacity;
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|
|
+ private _spriteTexture;
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|
|
+ private _epsilon;
|
|
|
+ private _scene;
|
|
|
+ private _vertexDeclaration;
|
|
|
+ private _vertexStrideSize;
|
|
|
+ private _vertexBuffer;
|
|
|
+ private _indexBuffer;
|
|
|
+ private _vertices;
|
|
|
+ private _effectBase;
|
|
|
+ private _effectFog;
|
|
|
+ constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
|
|
|
+ private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
|
|
|
+ intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): PickingInfo;
|
|
|
+ render(): void;
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+declare module BABYLON {
|
|
|
class VRDeviceOrientationFreeCamera extends FreeCamera {
|
|
|
_alpha: number;
|
|
|
_beta: number;
|