|
@@ -12296,6 +12296,10 @@ declare module "babylonjs/Gamepads/gamepad" {
|
|
|
*/
|
|
|
static POSE_ENABLED: number;
|
|
|
/**
|
|
|
+ * Represents an Dual Shock controller
|
|
|
+ */
|
|
|
+ static DUALSHOCK: number;
|
|
|
+ /**
|
|
|
* Specifies whether the left control stick should be Y-inverted
|
|
|
*/
|
|
|
protected _invertLeftStickY: boolean;
|
|
@@ -13934,6 +13938,10 @@ declare module "babylonjs/Meshes/transformNode" {
|
|
|
* Object will rotate to face the camera
|
|
|
*/
|
|
|
static BILLBOARDMODE_ALL: number;
|
|
|
+ /**
|
|
|
+ * Object will rotate to face the camera's position instead of orientation
|
|
|
+ */
|
|
|
+ static BILLBOARDMODE_USE_POSITION: number;
|
|
|
private _forward;
|
|
|
private _forwardInverted;
|
|
|
private _up;
|
|
@@ -19168,7 +19176,7 @@ declare module "babylonjs/Meshes/instancedMesh" {
|
|
|
*
|
|
|
* Returns the clone.
|
|
|
*/
|
|
|
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
|
|
|
+ clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
|
|
|
/**
|
|
|
* Disposes the InstancedMesh.
|
|
|
* Returns nothing.
|
|
@@ -26322,6 +26330,8 @@ declare module "babylonjs/Meshes/abstractMesh" {
|
|
|
static readonly BILLBOARDMODE_Z: number;
|
|
|
/** Billboard on all axes */
|
|
|
static readonly BILLBOARDMODE_ALL: number;
|
|
|
+ /** Billboard on using position instead of orientation */
|
|
|
+ static readonly BILLBOARDMODE_USE_POSITION: number;
|
|
|
/** @hidden */
|
|
|
_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
|
|
|
/**
|
|
@@ -30482,6 +30492,8 @@ declare module "babylonjs/Engines/engine" {
|
|
|
parallelShaderCompile: {
|
|
|
COMPLETION_STATUS_KHR: number;
|
|
|
};
|
|
|
+ /** Max number of texture samples for MSAA */
|
|
|
+ maxMSAASamples: number;
|
|
|
}
|
|
|
/** Interface defining initialization parameters for Engine class */
|
|
|
export interface EngineOptions extends WebGLContextAttributes {
|
|
@@ -31184,6 +31196,16 @@ declare module "babylonjs/Engines/engine" {
|
|
|
*/
|
|
|
getRenderingCanvas(): Nullable<HTMLCanvasElement>;
|
|
|
/**
|
|
|
+ * Gets host window
|
|
|
+ * @returns the host window object
|
|
|
+ */
|
|
|
+ getHostWindow(): Window;
|
|
|
+ /**
|
|
|
+ * Gets host document
|
|
|
+ * @returns the host document object
|
|
|
+ */
|
|
|
+ getHostDocument(): Document;
|
|
|
+ /**
|
|
|
* Gets the client rect of the HTML canvas attached with the current webGL context
|
|
|
* @returns a client rectanglee
|
|
|
*/
|
|
@@ -32728,17 +32750,19 @@ declare module "babylonjs/Misc/tools" {
|
|
|
static IsEmpty(obj: any): boolean;
|
|
|
/**
|
|
|
* Function used to register events at window level
|
|
|
+ * @param windowElement defines the Window object to use
|
|
|
* @param events defines the events to register
|
|
|
*/
|
|
|
- static RegisterTopRootEvents(events: {
|
|
|
+ static RegisterTopRootEvents(windowElement: Window, events: {
|
|
|
name: string;
|
|
|
handler: Nullable<(e: FocusEvent) => any>;
|
|
|
}[]): void;
|
|
|
/**
|
|
|
* Function used to unregister events from window level
|
|
|
+ * @param windowElement defines the Window object to use
|
|
|
* @param events defines the events to unregister
|
|
|
*/
|
|
|
- static UnregisterTopRootEvents(events: {
|
|
|
+ static UnregisterTopRootEvents(windowElement: Window, events: {
|
|
|
name: string;
|
|
|
handler: Nullable<(e: FocusEvent) => any>;
|
|
|
}[]): void;
|
|
@@ -33609,6 +33633,21 @@ declare module "babylonjs/scene" {
|
|
|
*/
|
|
|
environmentTexture: Nullable<BaseTexture>;
|
|
|
/** @hidden */
|
|
|
+ protected _environmentIntensity: number;
|
|
|
+ /**
|
|
|
+ * Intensity of the environment in all pbr material.
|
|
|
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
|
|
|
+ * As in the majority of the scene they are the same (exception for multi room and so on),
|
|
|
+ * this is easier to reference from here than from all the materials.
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Intensity of the environment in all pbr material.
|
|
|
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
|
|
|
+ * As in the majority of the scene they are the same (exception for multi room and so on),
|
|
|
+ * this is easier to set here than in all the materials.
|
|
|
+ */
|
|
|
+ environmentIntensity: number;
|
|
|
+ /** @hidden */
|
|
|
protected _imageProcessingConfiguration: ImageProcessingConfiguration;
|
|
|
/**
|
|
|
* Default image processing configuration used either in the rendering
|
|
@@ -36099,6 +36138,7 @@ declare module "babylonjs/Audio/audioSceneComponent" {
|
|
|
import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
import { AbstractScene } from "babylonjs/abstractScene";
|
|
|
+ import "babylonjs/Audio/audioEngine";
|
|
|
module "babylonjs/abstractScene" {
|
|
|
interface AbstractScene {
|
|
|
/**
|
|
@@ -39402,6 +39442,7 @@ declare module "babylonjs/Cameras/deviceOrientationCamera" {
|
|
|
private _initialQuaternion;
|
|
|
private _quaternionCache;
|
|
|
private _tmpDragQuaternion;
|
|
|
+ private _disablePointerInputWhenUsingDeviceOrientation;
|
|
|
/**
|
|
|
* Creates a new device orientation camera
|
|
|
* @param name The name of the camera
|
|
@@ -39410,10 +39451,9 @@ declare module "babylonjs/Cameras/deviceOrientationCamera" {
|
|
|
*/
|
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
|
/**
|
|
|
- * @hidden
|
|
|
- * Disabled pointer input on first orientation sensor update (Default: true)
|
|
|
+ * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
|
|
|
*/
|
|
|
- _disablePointerInputWhenUsingDeviceOrientation: boolean;
|
|
|
+ disablePointerInputWhenUsingDeviceOrientation: boolean;
|
|
|
private _dragFactor;
|
|
|
/**
|
|
|
* Enabled turning on the y axis when the orientation sensor is active
|
|
@@ -39674,6 +39714,240 @@ declare module "babylonjs/Gamepads/xboxGamepad" {
|
|
|
dispose(): void;
|
|
|
}
|
|
|
}
|
|
|
+declare module "babylonjs/Gamepads/dualShockGamepad" {
|
|
|
+ import { Observable } from "babylonjs/Misc/observable";
|
|
|
+ import { Gamepad } from "babylonjs/Gamepads/gamepad";
|
|
|
+ /**
|
|
|
+ * Defines supported buttons for DualShock compatible gamepads
|
|
|
+ */
|
|
|
+ export enum DualShockButton {
|
|
|
+ /** Cross */
|
|
|
+ Cross = 0,
|
|
|
+ /** Circle */
|
|
|
+ Circle = 1,
|
|
|
+ /** Square */
|
|
|
+ Square = 2,
|
|
|
+ /** Triangle */
|
|
|
+ Triangle = 3,
|
|
|
+ /** Options */
|
|
|
+ Options = 4,
|
|
|
+ /** Share */
|
|
|
+ Share = 5,
|
|
|
+ /** L1 */
|
|
|
+ L1 = 6,
|
|
|
+ /** R1 */
|
|
|
+ R1 = 7,
|
|
|
+ /** Left stick */
|
|
|
+ LeftStick = 8,
|
|
|
+ /** Right stick */
|
|
|
+ RightStick = 9
|
|
|
+ }
|
|
|
+ /** Defines values for DualShock DPad */
|
|
|
+ export enum DualShockDpad {
|
|
|
+ /** Up */
|
|
|
+ Up = 0,
|
|
|
+ /** Down */
|
|
|
+ Down = 1,
|
|
|
+ /** Left */
|
|
|
+ Left = 2,
|
|
|
+ /** Right */
|
|
|
+ Right = 3
|
|
|
+ }
|
|
|
+ /**
|
|
|
+ * Defines a DualShock gamepad
|
|
|
+ */
|
|
|
+ export class DualShockPad extends Gamepad {
|
|
|
+ private _leftTrigger;
|
|
|
+ private _rightTrigger;
|
|
|
+ private _onlefttriggerchanged;
|
|
|
+ private _onrighttriggerchanged;
|
|
|
+ private _onbuttondown;
|
|
|
+ private _onbuttonup;
|
|
|
+ private _ondpaddown;
|
|
|
+ private _ondpadup;
|
|
|
+ /** Observable raised when a button is pressed */
|
|
|
+ onButtonDownObservable: Observable<DualShockButton>;
|
|
|
+ /** Observable raised when a button is released */
|
|
|
+ onButtonUpObservable: Observable<DualShockButton>;
|
|
|
+ /** Observable raised when a pad is pressed */
|
|
|
+ onPadDownObservable: Observable<DualShockDpad>;
|
|
|
+ /** Observable raised when a pad is released */
|
|
|
+ onPadUpObservable: Observable<DualShockDpad>;
|
|
|
+ private _buttonCross;
|
|
|
+ private _buttonCircle;
|
|
|
+ private _buttonSquare;
|
|
|
+ private _buttonTriangle;
|
|
|
+ private _buttonShare;
|
|
|
+ private _buttonOptions;
|
|
|
+ private _buttonL1;
|
|
|
+ private _buttonR1;
|
|
|
+ private _buttonLeftStick;
|
|
|
+ private _buttonRightStick;
|
|
|
+ private _dPadUp;
|
|
|
+ private _dPadDown;
|
|
|
+ private _dPadLeft;
|
|
|
+ private _dPadRight;
|
|
|
+ /**
|
|
|
+ * Creates a new DualShock gamepad object
|
|
|
+ * @param id defines the id of this gamepad
|
|
|
+ * @param index defines its index
|
|
|
+ * @param gamepad defines the internal HTML gamepad object
|
|
|
+ */
|
|
|
+ constructor(id: string, index: number, gamepad: any);
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when left trigger is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onlefttriggerchanged(callback: (value: number) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when right trigger is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onrighttriggerchanged(callback: (value: number) => void): void;
|
|
|
+ /**
|
|
|
+ * Gets the left trigger value
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the left trigger value
|
|
|
+ */
|
|
|
+ leftTrigger: number;
|
|
|
+ /**
|
|
|
+ * Gets the right trigger value
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the right trigger value
|
|
|
+ */
|
|
|
+ rightTrigger: number;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a button is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a button is released
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a pad is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a pad is released
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
|
|
|
+ private _setButtonValue;
|
|
|
+ private _setDPadValue;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Cross` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Cross` button
|
|
|
+ */
|
|
|
+ buttonCross: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Circle` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Circle` button
|
|
|
+ */
|
|
|
+ buttonCircle: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Square` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Square` button
|
|
|
+ */
|
|
|
+ buttonSquare: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Triangle` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Triangle` button
|
|
|
+ */
|
|
|
+ buttonTriangle: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Options` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Options` button
|
|
|
+ */
|
|
|
+ buttonOptions: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Share` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Share` button
|
|
|
+ */
|
|
|
+ buttonShare: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `L1` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `L1` button
|
|
|
+ */
|
|
|
+ buttonL1: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `R1` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `R1` button
|
|
|
+ */
|
|
|
+ buttonR1: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the Left joystick
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the Left joystick
|
|
|
+ */
|
|
|
+ buttonLeftStick: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the Right joystick
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the Right joystick
|
|
|
+ */
|
|
|
+ buttonRightStick: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad up
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad up
|
|
|
+ */
|
|
|
+ dPadUp: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad down
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad down
|
|
|
+ */
|
|
|
+ dPadDown: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad left
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad left
|
|
|
+ */
|
|
|
+ dPadLeft: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad right
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad right
|
|
|
+ */
|
|
|
+ dPadRight: number;
|
|
|
+ /**
|
|
|
+ * Force the gamepad to synchronize with device values
|
|
|
+ */
|
|
|
+ update(): void;
|
|
|
+ /**
|
|
|
+ * Disposes the gamepad
|
|
|
+ */
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
declare module "babylonjs/Gamepads/gamepadManager" {
|
|
|
import { Observable } from "babylonjs/Misc/observable";
|
|
|
import { Nullable } from "babylonjs/types";
|
|
@@ -45311,6 +45585,7 @@ declare module "babylonjs/Gamepads/index" {
|
|
|
export * from "babylonjs/Gamepads/gamepadManager";
|
|
|
export * from "babylonjs/Gamepads/gamepadSceneComponent";
|
|
|
export * from "babylonjs/Gamepads/xboxGamepad";
|
|
|
+ export * from "babylonjs/Gamepads/dualShockGamepad";
|
|
|
}
|
|
|
declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
|
|
|
import { Scene } from "babylonjs/scene";
|
|
@@ -45651,8 +45926,9 @@ declare module "babylonjs/Gizmos/planeRotationGizmo" {
|
|
|
* @param planeNormal The normal of the plane which the gizmo will be able to rotate on
|
|
|
* @param color The color of the gizmo
|
|
|
* @param tessellation Amount of tessellation to be used when creating rotation circles
|
|
|
+ * @param useEulerRotation Use and update Euler angle instead of quaternion
|
|
|
*/
|
|
|
- constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
|
|
|
+ constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
|
|
|
protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
|
|
|
/**
|
|
|
* If the gizmo is enabled
|
|
@@ -45698,8 +45974,9 @@ declare module "babylonjs/Gizmos/rotationGizmo" {
|
|
|
* Creates a RotationGizmo
|
|
|
* @param gizmoLayer The utility layer the gizmo will be added to
|
|
|
* @param tessellation Amount of tessellation to be used when creating rotation circles
|
|
|
+ * @param useEulerRotation Use and update Euler angle instead of quaternion
|
|
|
*/
|
|
|
- constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
|
|
|
+ constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
|
|
|
updateGizmoRotationToMatchAttachedMesh: boolean;
|
|
|
/**
|
|
|
* Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
|
|
@@ -53775,6 +54052,7 @@ declare module "babylonjs/Materials/Node/nodeMaterial" {
|
|
|
* Class used to create a node based material built by assembling shader blocks
|
|
|
*/
|
|
|
export class NodeMaterial extends PushMaterial {
|
|
|
+ private static _BuildIdGenerator;
|
|
|
private _options;
|
|
|
private _vertexCompilationState;
|
|
|
private _fragmentCompilationState;
|
|
@@ -55672,7 +55950,7 @@ declare module "babylonjs/Materials/effectRenderer" {
|
|
|
/**
|
|
|
* Vertex shader for the effect
|
|
|
*/
|
|
|
- vertexShader: string;
|
|
|
+ vertexShader?: string;
|
|
|
/**
|
|
|
* Attributes to use in the shader
|
|
|
*/
|
|
@@ -60674,6 +60952,7 @@ declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPi
|
|
|
import { Camera } from "babylonjs/Cameras/camera";
|
|
|
import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
+ import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
|
|
|
import "babylonjs/Shaders/chromaticAberration.fragment";
|
|
|
import "babylonjs/Shaders/lensHighlights.fragment";
|
|
|
import "babylonjs/Shaders/depthOfField.fragment";
|
|
@@ -60911,6 +61190,7 @@ declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingP
|
|
|
import { Camera } from "babylonjs/Cameras/camera";
|
|
|
import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
+ import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
|
|
|
import "babylonjs/Shaders/ssao2.fragment";
|
|
|
import "babylonjs/Shaders/ssaoCombine.fragment";
|
|
|
/**
|
|
@@ -61062,6 +61342,7 @@ declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPi
|
|
|
import { Camera } from "babylonjs/Cameras/camera";
|
|
|
import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
+ import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
|
|
|
import "babylonjs/Shaders/ssao.fragment";
|
|
|
import "babylonjs/Shaders/ssaoCombine.fragment";
|
|
|
/**
|
|
@@ -61178,6 +61459,7 @@ declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderi
|
|
|
import { DirectionalLight } from "babylonjs/Lights/directionalLight";
|
|
|
import { Scene } from "babylonjs/scene";
|
|
|
import { Animation } from "babylonjs/Animations/animation";
|
|
|
+ import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
|
|
|
import "babylonjs/Shaders/standard.fragment";
|
|
|
/**
|
|
|
* Standard rendering pipeline
|
|
@@ -61593,6 +61875,20 @@ declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
|
|
|
shader: string;
|
|
|
};
|
|
|
}
|
|
|
+declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/instancesVertex";
|
|
|
+ import "babylonjs/Shaders/ShadersInclude/bonesVertex";
|
|
|
+ /** @hidden */
|
|
|
+ export var volumetricLightScatteringPassVertexShader: {
|
|
|
+ name: string;
|
|
|
+ shader: string;
|
|
|
+ };
|
|
|
+}
|
|
|
declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
|
|
|
/** @hidden */
|
|
|
export var volumetricLightScatteringPassPixelShader: {
|
|
@@ -61611,6 +61907,7 @@ declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
|
|
|
import "babylonjs/Meshes/Builders/planeBuilder";
|
|
|
import "babylonjs/Shaders/depth.vertex";
|
|
|
import "babylonjs/Shaders/volumetricLightScattering.fragment";
|
|
|
+ import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
|
|
|
import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
|
|
|
import { Engine } from "babylonjs/Engines/engine";
|
|
|
/**
|
|
@@ -63733,6 +64030,11 @@ declare module "babylonjs/Misc/screenshotTools" {
|
|
|
* to the src parameter of an <img> to display it
|
|
|
*/
|
|
|
static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
|
|
|
+ /**
|
|
|
+ * Gets height and width for screenshot size
|
|
|
+ * @private
|
|
|
+ */
|
|
|
+ private static _getScreenshotSize;
|
|
|
}
|
|
|
}
|
|
|
declare module "babylonjs/Misc/index" {
|
|
@@ -75997,6 +76299,10 @@ declare module BABYLON {
|
|
|
*/
|
|
|
static POSE_ENABLED: number;
|
|
|
/**
|
|
|
+ * Represents an Dual Shock controller
|
|
|
+ */
|
|
|
+ static DUALSHOCK: number;
|
|
|
+ /**
|
|
|
* Specifies whether the left control stick should be Y-inverted
|
|
|
*/
|
|
|
protected _invertLeftStickY: boolean;
|
|
@@ -77582,6 +77888,10 @@ declare module BABYLON {
|
|
|
* Object will rotate to face the camera
|
|
|
*/
|
|
|
static BILLBOARDMODE_ALL: number;
|
|
|
+ /**
|
|
|
+ * Object will rotate to face the camera's position instead of orientation
|
|
|
+ */
|
|
|
+ static BILLBOARDMODE_USE_POSITION: number;
|
|
|
private _forward;
|
|
|
private _forwardInverted;
|
|
|
private _up;
|
|
@@ -82604,7 +82914,7 @@ declare module BABYLON {
|
|
|
*
|
|
|
* Returns the clone.
|
|
|
*/
|
|
|
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
|
|
|
+ clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
|
|
|
/**
|
|
|
* Disposes the InstancedMesh.
|
|
|
* Returns nothing.
|
|
@@ -89509,6 +89819,8 @@ declare module BABYLON {
|
|
|
static readonly BILLBOARDMODE_Z: number;
|
|
|
/** Billboard on all axes */
|
|
|
static readonly BILLBOARDMODE_ALL: number;
|
|
|
+ /** Billboard on using position instead of orientation */
|
|
|
+ static readonly BILLBOARDMODE_USE_POSITION: number;
|
|
|
/** @hidden */
|
|
|
_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
|
|
|
/**
|
|
@@ -93550,6 +93862,8 @@ declare module BABYLON {
|
|
|
parallelShaderCompile: {
|
|
|
COMPLETION_STATUS_KHR: number;
|
|
|
};
|
|
|
+ /** Max number of texture samples for MSAA */
|
|
|
+ maxMSAASamples: number;
|
|
|
}
|
|
|
/** Interface defining initialization parameters for Engine class */
|
|
|
export interface EngineOptions extends WebGLContextAttributes {
|
|
@@ -94252,6 +94566,16 @@ declare module BABYLON {
|
|
|
*/
|
|
|
getRenderingCanvas(): Nullable<HTMLCanvasElement>;
|
|
|
/**
|
|
|
+ * Gets host window
|
|
|
+ * @returns the host window object
|
|
|
+ */
|
|
|
+ getHostWindow(): Window;
|
|
|
+ /**
|
|
|
+ * Gets host document
|
|
|
+ * @returns the host document object
|
|
|
+ */
|
|
|
+ getHostDocument(): Document;
|
|
|
+ /**
|
|
|
* Gets the client rect of the HTML canvas attached with the current webGL context
|
|
|
* @returns a client rectanglee
|
|
|
*/
|
|
@@ -95785,17 +96109,19 @@ declare module BABYLON {
|
|
|
static IsEmpty(obj: any): boolean;
|
|
|
/**
|
|
|
* Function used to register events at window level
|
|
|
+ * @param windowElement defines the Window object to use
|
|
|
* @param events defines the events to register
|
|
|
*/
|
|
|
- static RegisterTopRootEvents(events: {
|
|
|
+ static RegisterTopRootEvents(windowElement: Window, events: {
|
|
|
name: string;
|
|
|
handler: Nullable<(e: FocusEvent) => any>;
|
|
|
}[]): void;
|
|
|
/**
|
|
|
* Function used to unregister events from window level
|
|
|
+ * @param windowElement defines the Window object to use
|
|
|
* @param events defines the events to unregister
|
|
|
*/
|
|
|
- static UnregisterTopRootEvents(events: {
|
|
|
+ static UnregisterTopRootEvents(windowElement: Window, events: {
|
|
|
name: string;
|
|
|
handler: Nullable<(e: FocusEvent) => any>;
|
|
|
}[]): void;
|
|
@@ -96600,6 +96926,21 @@ declare module BABYLON {
|
|
|
*/
|
|
|
environmentTexture: Nullable<BaseTexture>;
|
|
|
/** @hidden */
|
|
|
+ protected _environmentIntensity: number;
|
|
|
+ /**
|
|
|
+ * Intensity of the environment in all pbr material.
|
|
|
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
|
|
|
+ * As in the majority of the scene they are the same (exception for multi room and so on),
|
|
|
+ * this is easier to reference from here than from all the materials.
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Intensity of the environment in all pbr material.
|
|
|
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
|
|
|
+ * As in the majority of the scene they are the same (exception for multi room and so on),
|
|
|
+ * this is easier to set here than in all the materials.
|
|
|
+ */
|
|
|
+ environmentIntensity: number;
|
|
|
+ /** @hidden */
|
|
|
protected _imageProcessingConfiguration: ImageProcessingConfiguration;
|
|
|
/**
|
|
|
* Default image processing configuration used either in the rendering
|
|
@@ -102141,6 +102482,7 @@ declare module BABYLON {
|
|
|
private _initialQuaternion;
|
|
|
private _quaternionCache;
|
|
|
private _tmpDragQuaternion;
|
|
|
+ private _disablePointerInputWhenUsingDeviceOrientation;
|
|
|
/**
|
|
|
* Creates a new device orientation camera
|
|
|
* @param name The name of the camera
|
|
@@ -102149,10 +102491,9 @@ declare module BABYLON {
|
|
|
*/
|
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
|
/**
|
|
|
- * @hidden
|
|
|
- * Disabled pointer input on first orientation sensor update (Default: true)
|
|
|
+ * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
|
|
|
*/
|
|
|
- _disablePointerInputWhenUsingDeviceOrientation: boolean;
|
|
|
+ disablePointerInputWhenUsingDeviceOrientation: boolean;
|
|
|
private _dragFactor;
|
|
|
/**
|
|
|
* Enabled turning on the y axis when the orientation sensor is active
|
|
@@ -102413,6 +102754,238 @@ declare module BABYLON {
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
+ * Defines supported buttons for DualShock compatible gamepads
|
|
|
+ */
|
|
|
+ export enum DualShockButton {
|
|
|
+ /** Cross */
|
|
|
+ Cross = 0,
|
|
|
+ /** Circle */
|
|
|
+ Circle = 1,
|
|
|
+ /** Square */
|
|
|
+ Square = 2,
|
|
|
+ /** Triangle */
|
|
|
+ Triangle = 3,
|
|
|
+ /** Options */
|
|
|
+ Options = 4,
|
|
|
+ /** Share */
|
|
|
+ Share = 5,
|
|
|
+ /** L1 */
|
|
|
+ L1 = 6,
|
|
|
+ /** R1 */
|
|
|
+ R1 = 7,
|
|
|
+ /** Left stick */
|
|
|
+ LeftStick = 8,
|
|
|
+ /** Right stick */
|
|
|
+ RightStick = 9
|
|
|
+ }
|
|
|
+ /** Defines values for DualShock DPad */
|
|
|
+ export enum DualShockDpad {
|
|
|
+ /** Up */
|
|
|
+ Up = 0,
|
|
|
+ /** Down */
|
|
|
+ Down = 1,
|
|
|
+ /** Left */
|
|
|
+ Left = 2,
|
|
|
+ /** Right */
|
|
|
+ Right = 3
|
|
|
+ }
|
|
|
+ /**
|
|
|
+ * Defines a DualShock gamepad
|
|
|
+ */
|
|
|
+ export class DualShockPad extends Gamepad {
|
|
|
+ private _leftTrigger;
|
|
|
+ private _rightTrigger;
|
|
|
+ private _onlefttriggerchanged;
|
|
|
+ private _onrighttriggerchanged;
|
|
|
+ private _onbuttondown;
|
|
|
+ private _onbuttonup;
|
|
|
+ private _ondpaddown;
|
|
|
+ private _ondpadup;
|
|
|
+ /** Observable raised when a button is pressed */
|
|
|
+ onButtonDownObservable: Observable<DualShockButton>;
|
|
|
+ /** Observable raised when a button is released */
|
|
|
+ onButtonUpObservable: Observable<DualShockButton>;
|
|
|
+ /** Observable raised when a pad is pressed */
|
|
|
+ onPadDownObservable: Observable<DualShockDpad>;
|
|
|
+ /** Observable raised when a pad is released */
|
|
|
+ onPadUpObservable: Observable<DualShockDpad>;
|
|
|
+ private _buttonCross;
|
|
|
+ private _buttonCircle;
|
|
|
+ private _buttonSquare;
|
|
|
+ private _buttonTriangle;
|
|
|
+ private _buttonShare;
|
|
|
+ private _buttonOptions;
|
|
|
+ private _buttonL1;
|
|
|
+ private _buttonR1;
|
|
|
+ private _buttonLeftStick;
|
|
|
+ private _buttonRightStick;
|
|
|
+ private _dPadUp;
|
|
|
+ private _dPadDown;
|
|
|
+ private _dPadLeft;
|
|
|
+ private _dPadRight;
|
|
|
+ /**
|
|
|
+ * Creates a new DualShock gamepad object
|
|
|
+ * @param id defines the id of this gamepad
|
|
|
+ * @param index defines its index
|
|
|
+ * @param gamepad defines the internal HTML gamepad object
|
|
|
+ */
|
|
|
+ constructor(id: string, index: number, gamepad: any);
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when left trigger is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onlefttriggerchanged(callback: (value: number) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when right trigger is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onrighttriggerchanged(callback: (value: number) => void): void;
|
|
|
+ /**
|
|
|
+ * Gets the left trigger value
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the left trigger value
|
|
|
+ */
|
|
|
+ leftTrigger: number;
|
|
|
+ /**
|
|
|
+ * Gets the right trigger value
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the right trigger value
|
|
|
+ */
|
|
|
+ rightTrigger: number;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a button is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a button is released
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a pad is pressed
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
|
|
|
+ /**
|
|
|
+ * Defines the callback to call when a pad is released
|
|
|
+ * @param callback defines the callback to use
|
|
|
+ */
|
|
|
+ ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
|
|
|
+ private _setButtonValue;
|
|
|
+ private _setDPadValue;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Cross` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Cross` button
|
|
|
+ */
|
|
|
+ buttonCross: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Circle` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Circle` button
|
|
|
+ */
|
|
|
+ buttonCircle: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Square` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Square` button
|
|
|
+ */
|
|
|
+ buttonSquare: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Triangle` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Triangle` button
|
|
|
+ */
|
|
|
+ buttonTriangle: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Options` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Options` button
|
|
|
+ */
|
|
|
+ buttonOptions: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `Share` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `Share` button
|
|
|
+ */
|
|
|
+ buttonShare: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `L1` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `L1` button
|
|
|
+ */
|
|
|
+ buttonL1: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the `R1` button
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the `R1` button
|
|
|
+ */
|
|
|
+ buttonR1: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the Left joystick
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the Left joystick
|
|
|
+ */
|
|
|
+ buttonLeftStick: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of the Right joystick
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of the Right joystick
|
|
|
+ */
|
|
|
+ buttonRightStick: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad up
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad up
|
|
|
+ */
|
|
|
+ dPadUp: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad down
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad down
|
|
|
+ */
|
|
|
+ dPadDown: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad left
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad left
|
|
|
+ */
|
|
|
+ dPadLeft: number;
|
|
|
+ /**
|
|
|
+ * Gets the value of D-pad right
|
|
|
+ */
|
|
|
+ /**
|
|
|
+ * Sets the value of D-pad right
|
|
|
+ */
|
|
|
+ dPadRight: number;
|
|
|
+ /**
|
|
|
+ * Force the gamepad to synchronize with device values
|
|
|
+ */
|
|
|
+ update(): void;
|
|
|
+ /**
|
|
|
+ * Disposes the gamepad
|
|
|
+ */
|
|
|
+ dispose(): void;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ /**
|
|
|
* Manager for handling gamepads
|
|
|
*/
|
|
|
export class GamepadManager {
|
|
@@ -107797,8 +108370,9 @@ declare module BABYLON {
|
|
|
* @param planeNormal The normal of the plane which the gizmo will be able to rotate on
|
|
|
* @param color The color of the gizmo
|
|
|
* @param tessellation Amount of tessellation to be used when creating rotation circles
|
|
|
+ * @param useEulerRotation Use and update Euler angle instead of quaternion
|
|
|
*/
|
|
|
- constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
|
|
|
+ constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
|
|
|
protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
|
|
|
/**
|
|
|
* If the gizmo is enabled
|
|
@@ -107837,8 +108411,9 @@ declare module BABYLON {
|
|
|
* Creates a RotationGizmo
|
|
|
* @param gizmoLayer The utility layer the gizmo will be added to
|
|
|
* @param tessellation Amount of tessellation to be used when creating rotation circles
|
|
|
+ * @param useEulerRotation Use and update Euler angle instead of quaternion
|
|
|
*/
|
|
|
- constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
|
|
|
+ constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
|
|
|
updateGizmoRotationToMatchAttachedMesh: boolean;
|
|
|
/**
|
|
|
* Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
|
|
@@ -115316,6 +115891,7 @@ declare module BABYLON {
|
|
|
* Class used to create a node based material built by assembling shader blocks
|
|
|
*/
|
|
|
export class NodeMaterial extends PushMaterial {
|
|
|
+ private static _BuildIdGenerator;
|
|
|
private _options;
|
|
|
private _vertexCompilationState;
|
|
|
private _fragmentCompilationState;
|
|
@@ -117021,7 +117597,7 @@ declare module BABYLON {
|
|
|
/**
|
|
|
* Vertex shader for the effect
|
|
|
*/
|
|
|
- vertexShader: string;
|
|
|
+ vertexShader?: string;
|
|
|
/**
|
|
|
* Attributes to use in the shader
|
|
|
*/
|
|
@@ -122478,6 +123054,13 @@ declare module BABYLON {
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
/** @hidden */
|
|
|
+ export var volumetricLightScatteringPassVertexShader: {
|
|
|
+ name: string;
|
|
|
+ shader: string;
|
|
|
+ };
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ /** @hidden */
|
|
|
export var volumetricLightScatteringPassPixelShader: {
|
|
|
name: string;
|
|
|
shader: string;
|
|
@@ -124473,6 +125056,11 @@ declare module BABYLON {
|
|
|
* to the src parameter of an <img> to display it
|
|
|
*/
|
|
|
static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
|
|
|
+ /**
|
|
|
+ * Gets height and width for screenshot size
|
|
|
+ * @private
|
|
|
+ */
|
|
|
+ private static _getScreenshotSize;
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|