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@@ -23033,7 +23033,7 @@ var BABYLON;
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* falling off base on range or angle.
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* This can be set to any values in Light.FALLOFF_x.
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*
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- * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
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+ * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
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* other types of materials.
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*/
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_this.falloffType = Light.FALLOFF_DEFAULT;
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@@ -23808,7 +23808,7 @@ var BABYLON;
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_this.mode = Camera.PERSPECTIVE_CAMERA;
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/**
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* Define wether the camera is intermediate.
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- * This is usefull to not present the output directly to the screen in case of rig without post process for instance
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+ * This is useful to not present the output directly to the screen in case of rig without post process for instance
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*/
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_this.isIntermediate = false;
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/**
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@@ -23827,7 +23827,7 @@ var BABYLON;
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_this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
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/**
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* Rig mode of the camera.
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- * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
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+ * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
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* This is normally controlled byt the camera themselves as internal use.
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*/
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_this.cameraRigMode = Camera.RIG_MODE_NONE;
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@@ -23919,7 +23919,7 @@ var BABYLON;
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return "Camera";
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};
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/**
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- * Gets a string representation of the camera usefull for debug purpose.
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+ * Gets a string representation of the camera useful for debug purpose.
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* @param fullDetails Defines that a more verboe level of logging is required
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* @returns the string representation
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*/
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@@ -32659,7 +32659,7 @@ var BABYLON;
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return serializationObject;
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};
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/**
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- * Get the current class name of the texture usefull for serialization or dynamic coding.
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+ * Get the current class name of the texture useful for serialization or dynamic coding.
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* @returns "Texture"
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*/
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Texture.prototype.getClassName = function () {
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@@ -34647,7 +34647,7 @@ var BABYLON;
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* @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
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* @param uvOffset is an optional vector2 used to offset UV.
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* @param uvScale is an optional vector2 used to scale UV.
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- * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
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+ * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
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* @returns the Mesh.
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*/
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Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
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@@ -34687,7 +34687,7 @@ var BABYLON;
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* @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
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* @param uvOffset is an optional vector2 used to offset UV.
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* @param uvScale is an optional vector2 used to scale UV.
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- * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
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+ * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
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* @returns the Mesh.
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*/
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Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
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@@ -44066,7 +44066,7 @@ var BABYLON;
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_this.indexOfRefraction = 0.98;
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/**
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* Invert the refraction texture alongside the y axis.
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- * It can be usefull with procedural textures or probe for instance.
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+ * It can be useful with procedural textures or probe for instance.
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* @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
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*/
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_this.invertRefractionY = true;
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@@ -46201,7 +46201,7 @@ var BABYLON;
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*/
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_this._indexOfRefraction = 0.66;
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/**
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- * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
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+ * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
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*/
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_this._invertRefractionY = false;
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/**
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@@ -47737,7 +47737,7 @@ var BABYLON;
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*/
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_this.indexOfRefraction = 0.66;
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/**
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- * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
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+ * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
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*/
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_this.invertRefractionY = false;
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/**
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@@ -49755,7 +49755,7 @@ var BABYLON;
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return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
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});
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/**
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- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
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+ * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
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* Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
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* @see http://doc.babylonjs.com/features/cameras#universal-camera
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*/
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@@ -49763,7 +49763,7 @@ var BABYLON;
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__extends(FreeCamera, _super);
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/**
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* Instantiates a Free Camera.
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- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
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+ * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
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* Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
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* @see http://doc.babylonjs.com/features/cameras#universal-camera
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* @param name Define the name of the camera in the scene
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@@ -74188,7 +74188,7 @@ var BABYLON;
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});
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/**
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* Resets the refresh counter of the texture and start bak from scratch.
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- * Could be usefull to regenerate the texture if it is setup to render only once.
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+ * Could be useful to regenerate the texture if it is setup to render only once.
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*/
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RenderTargetTexture.prototype.resetRefreshCounter = function () {
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this._currentRefreshId = -1;
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@@ -75276,8 +75276,8 @@ var BABYLON;
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return _this;
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}
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/**
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- * Get the current class name of the texture usefull for serialization or dynamic coding.
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- * @returns "Texture"
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+ * Get the current class name of the texture useful for serialization or dynamic coding.
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+ * @returns "DynamicTexture"
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*/
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DynamicTexture.prototype.getClassName = function () {
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return "DynamicTexture";
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@@ -76844,9 +76844,9 @@ var BABYLON;
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* Documentation : http://doc.babylonjs.com/tutorials/shadows
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* @param mapSize The size of the texture what stores the shadows. Example : 1024.
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* @param light The light object generating the shadows.
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- * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
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+ * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
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*/
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- function ShadowGenerator(mapSize, light, useFullFloatFirst) {
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+ function ShadowGenerator(mapSize, light, usefulFloatFirst) {
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this._bias = 0.00005;
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this._normalBias = 0;
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this._blurBoxOffset = 1;
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@@ -76889,7 +76889,7 @@ var BABYLON;
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}
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// Texture type fallback from float to int if not supported.
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var caps = this._scene.getEngine().getCaps();
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- if (!useFullFloatFirst) {
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+ if (!usefulFloatFirst) {
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if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
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this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
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}
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@@ -76949,14 +76949,14 @@ var BABYLON;
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Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
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/**
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* Gets the blur box offset: offset applied during the blur pass.
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- * Only usefull if useKernelBlur = false
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+ * Only useful if useKernelBlur = false
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*/
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get: function () {
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return this._blurBoxOffset;
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},
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/**
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* Sets the blur box offset: offset applied during the blur pass.
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- * Only usefull if useKernelBlur = false
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+ * Only useful if useKernelBlur = false
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*/
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set: function (value) {
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if (this._blurBoxOffset === value) {
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@@ -76993,14 +76993,14 @@ var BABYLON;
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Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
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/**
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* Gets the blur kernel: kernel size of the blur pass.
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- * Only usefull if useKernelBlur = true
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+ * Only useful if useKernelBlur = true
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*/
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get: function () {
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return this._blurKernel;
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},
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/**
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* Sets the blur kernel: kernel size of the blur pass.
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- * Only usefull if useKernelBlur = true
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+ * Only useful if useKernelBlur = true
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*/
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set: function (value) {
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if (this._blurKernel === value) {
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@@ -77015,14 +77015,14 @@ var BABYLON;
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Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
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/**
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* Gets whether the blur pass is a kernel blur (if true) or box blur.
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- * Only usefull in filtered mode (useBlurExponentialShadowMap...)
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+ * Only useful in filtered mode (useBlurExponentialShadowMap...)
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*/
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get: function () {
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return this._useKernelBlur;
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},
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/**
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* Sets whether the blur pass is a kernel blur (if true) or box blur.
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- * Only usefull in filtered mode (useBlurExponentialShadowMap...)
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+ * Only useful in filtered mode (useBlurExponentialShadowMap...)
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*/
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set: function (value) {
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if (this._useKernelBlur === value) {
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@@ -81565,7 +81565,7 @@ var BABYLON;
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};
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/**
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* Resets the refresh counter of the texture and start bak from scratch.
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- * Could be usefull to regenerate the texture if it is setup to render only once.
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+ * Could be useful to regenerate the texture if it is setup to render only once.
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*/
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ProceduralTexture.prototype.resetRefreshCounter = function () {
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this._currentRefreshId = -1;
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@@ -85819,7 +85819,7 @@ var BABYLON;
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delete this._depthRenderer[camera.id];
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};
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/**
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- * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
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+ * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
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* in several rendering techniques.
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*/
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var DepthRendererSceneComponent = /** @class */ (function () {
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@@ -95420,7 +95420,7 @@ var BABYLON;
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var BABYLON;
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(function (BABYLON) {
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/**
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- * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
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+ * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
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*/
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var PanoramaToCubeMapTools = /** @class */ (function () {
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function PanoramaToCubeMapTools() {
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@@ -110187,7 +110187,7 @@ var BABYLON;
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return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
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});
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/**
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- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
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+ * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
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* It is identical to the Free Camera and simply adds by default a virtual joystick.
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* Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
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* @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
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@@ -110195,7 +110195,7 @@ var BABYLON;
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var VirtualJoysticksCamera = /** @class */ (function (_super) {
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__extends(VirtualJoysticksCamera, _super);
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/**
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- * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
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+ * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
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* It is identical to the Free Camera and simply adds by default a virtual joystick.
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* Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
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* @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
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@@ -115677,14 +115677,14 @@ var BABYLON;
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(function (BABYLON) {
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/**
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* This represents a full screen 2d layer.
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- * This can be usefull to display a picture in the background of your scene for instance.
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+ * This can be useful to display a picture in the background of your scene for instance.
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* @see https://www.babylonjs-playground.com/#08A2BS#1
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*/
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var Layer = /** @class */ (function () {
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/**
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* Instantiates a new layer.
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* This represents a full screen 2d layer.
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- * This can be usefull to display a picture in the background of your scene for instance.
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+ * This can be useful to display a picture in the background of your scene for instance.
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* @see https://www.babylonjs-playground.com/#08A2BS#1
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* @param name Define the name of the layer in the scene
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* @param imgUrl Define the url of the texture to display in the layer
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