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@@ -3923,108 +3923,6 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- class BoundingBox {
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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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- setWorldMatrix(matrix: Matrix): BoundingBox;
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsMinMax(min: Vector3, max: Vector3): boolean;
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- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- 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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- private _isLocked;
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- constructor(minimum: Vector3, maximum: Vector3);
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- isLocked: boolean;
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- update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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- _checkCollision(collider: Collider): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingSphere {
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- minimum: Vector3;
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- maximum: Vector3;
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- center: Vector3;
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- radius: number;
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- centerWorld: Vector3;
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- radiusWorld: number;
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- private _tempRadiusVector;
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- constructor(minimum: Vector3, maximum: Vector3);
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- _update(world: Matrix): void;
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- isInFrustum(frustumPlanes: Plane[]): boolean;
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- intersectsPoint(point: Vector3): boolean;
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- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class Ray {
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- origin: Vector3;
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- direction: Vector3;
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- length: number;
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- private _edge1;
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- private _edge2;
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- private _pvec;
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- private _tvec;
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- private _qvec;
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- constructor(origin: Vector3, direction: Vector3, length?: number);
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- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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- intersectsBox(box: BoundingBox): boolean;
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- intersectsSphere(sphere: BoundingSphere): boolean;
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- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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- intersectsPlane(plane: Plane): number;
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- private static smallnum;
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- private static rayl;
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- /**
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- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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- * @param sega the first point of the segment to test the intersection against
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- * @param segb the second point of the segment to test the intersection against
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- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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- */
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- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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- /**
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- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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- * transformed to the given world matrix.
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- * @param origin The origin point
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- * @param end The end point
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- * @param world a matrix to transform the ray to. Default is the identity matrix.
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- */
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- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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- static Transform(ray: Ray, matrix: Matrix): Ray;
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- }
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-}
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-
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-declare module BABYLON {
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class Collider {
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class Collider {
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radius: Vector3;
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radius: Vector3;
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retry: number;
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retry: number;
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@@ -4266,46 +4164,104 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- class Layer {
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- name: string;
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- texture: Texture;
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- isBackground: boolean;
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- color: Color4;
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- scale: Vector2;
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- offset: Vector2;
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- alphaBlendingMode: number;
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- alphaTest: boolean;
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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 _effect;
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- private _alphaTestEffect;
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- /**
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- * An event triggered when the layer is disposed.
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- * @type {BABYLON.Observable}
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- */
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- onDisposeObservable: Observable<Layer>;
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- private _onDisposeObserver;
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- onDispose: () => void;
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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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+ setWorldMatrix(matrix: Matrix): BoundingBox;
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsMinMax(min: Vector3, max: Vector3): boolean;
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+ static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
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+ static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
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+ static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ 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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+ private _isLocked;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ isLocked: boolean;
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+ update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
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+ _checkCollision(collider: Collider): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingSphere {
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+ minimum: Vector3;
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+ maximum: Vector3;
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+ center: Vector3;
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+ radius: number;
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+ centerWorld: Vector3;
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+ radiusWorld: number;
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+ private _tempRadiusVector;
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+ constructor(minimum: Vector3, maximum: Vector3);
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+ _update(world: Matrix): void;
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+ isInFrustum(frustumPlanes: Plane[]): boolean;
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+ intersectsPoint(point: Vector3): boolean;
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+ static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class Ray {
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+ origin: Vector3;
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+ direction: Vector3;
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+ length: number;
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+ private _edge1;
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+ private _edge2;
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+ private _pvec;
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+ private _tvec;
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+ private _qvec;
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+ constructor(origin: Vector3, direction: Vector3, length?: number);
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+ intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
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+ intersectsBox(box: BoundingBox): boolean;
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+ intersectsSphere(sphere: BoundingSphere): boolean;
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+ intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
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+ intersectsPlane(plane: Plane): number;
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+ private static smallnum;
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+ private static rayl;
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/**
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/**
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- * An event triggered before rendering the scene
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- * @type {BABYLON.Observable}
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- */
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- onBeforeRenderObservable: Observable<Layer>;
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- private _onBeforeRenderObserver;
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- onBeforeRender: () => void;
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+ * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
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+ * @param sega the first point of the segment to test the intersection against
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+ * @param segb the second point of the segment to test the intersection against
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+ * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
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+ * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
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+ */
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+ intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
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+ static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
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/**
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/**
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- * An event triggered after rendering the scene
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- * @type {BABYLON.Observable}
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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*/
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*/
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- onAfterRenderObservable: Observable<Layer>;
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- private _onAfterRenderObserver;
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- onAfterRender: () => void;
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- constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
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- render(): void;
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- dispose(): void;
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+ static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
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+ static Transform(ray: Ray, matrix: Matrix): Ray;
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}
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}
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}
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}
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@@ -4395,6 +4351,50 @@ declare module BABYLON.Debug {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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+ class Layer {
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+ name: string;
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+ texture: Texture;
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+ isBackground: boolean;
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+ color: Color4;
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+ scale: Vector2;
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+ offset: Vector2;
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+ alphaBlendingMode: number;
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+ alphaTest: boolean;
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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 _effect;
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+ private _alphaTestEffect;
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+ /**
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+ * An event triggered when the layer is disposed.
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+ * @type {BABYLON.Observable}
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+ */
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+ onDisposeObservable: Observable<Layer>;
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+ private _onDisposeObserver;
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+ onDispose: () => void;
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+ /**
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+ * An event triggered before rendering the scene
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+ * @type {BABYLON.Observable}
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+ */
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+ onBeforeRenderObservable: Observable<Layer>;
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+ private _onBeforeRenderObserver;
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+ onBeforeRender: () => void;
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+ /**
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+ * An event triggered after rendering the scene
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+ * @type {BABYLON.Observable}
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+ */
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+ onAfterRenderObservable: Observable<Layer>;
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+ private _onAfterRenderObserver;
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+ onAfterRender: () => void;
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+ constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
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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 {
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class LensFlare {
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class LensFlare {
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size: number;
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size: number;
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position: number;
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position: number;
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@@ -4440,50 +4440,6 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- interface ISceneLoaderPlugin {
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- extensions: string;
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- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
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- load: (scene: Scene, data: string, rootUrl: string) => boolean;
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- }
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- interface ISceneLoaderPluginAsync {
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- extensions: string;
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- importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
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- loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
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- }
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- class SceneLoader {
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- private static _ForceFullSceneLoadingForIncremental;
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- private static _ShowLoadingScreen;
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- static NO_LOGGING: number;
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- static MINIMAL_LOGGING: number;
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- static SUMMARY_LOGGING: number;
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- static DETAILED_LOGGING: number;
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- private static _loggingLevel;
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- static ForceFullSceneLoadingForIncremental: boolean;
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- static ShowLoadingScreen: boolean;
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- static loggingLevel: number;
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- private static _registeredPlugins;
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- private static _getPluginForFilename(sceneFilename);
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- static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
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- static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
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- static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
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- /**
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- * Load a scene
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- * @param rootUrl a string that defines the root url for scene and resources
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- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
|
- * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
|
- */
|
|
|
|
- static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
|
- /**
|
|
|
|
- * Append a scene
|
|
|
|
- * @param rootUrl a string that defines the root url for scene and resources
|
|
|
|
- * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
|
- * @param scene is the instance of BABYLON.Scene to append to
|
|
|
|
- */
|
|
|
|
- static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
class DirectionalLight extends Light implements IShadowLight {
|
|
class DirectionalLight extends Light implements IShadowLight {
|
|
position: Vector3;
|
|
position: Vector3;
|
|
direction: Vector3;
|
|
direction: Vector3;
|
|
@@ -4618,6 +4574,50 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
|
|
+ interface ISceneLoaderPlugin {
|
|
|
|
+ extensions: string;
|
|
|
|
+ importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
|
|
|
|
+ load: (scene: Scene, data: string, rootUrl: string) => boolean;
|
|
|
|
+ }
|
|
|
|
+ interface ISceneLoaderPluginAsync {
|
|
|
|
+ extensions: string;
|
|
|
|
+ importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onerror?: () => void) => void;
|
|
|
|
+ loadAsync: (scene: Scene, data: string, rootUrl: string, onsuccess: () => void, onerror: () => void) => boolean;
|
|
|
|
+ }
|
|
|
|
+ class SceneLoader {
|
|
|
|
+ private static _ForceFullSceneLoadingForIncremental;
|
|
|
|
+ private static _ShowLoadingScreen;
|
|
|
|
+ static NO_LOGGING: number;
|
|
|
|
+ static MINIMAL_LOGGING: number;
|
|
|
|
+ static SUMMARY_LOGGING: number;
|
|
|
|
+ static DETAILED_LOGGING: number;
|
|
|
|
+ private static _loggingLevel;
|
|
|
|
+ static ForceFullSceneLoadingForIncremental: boolean;
|
|
|
|
+ static ShowLoadingScreen: boolean;
|
|
|
|
+ static loggingLevel: number;
|
|
|
|
+ private static _registeredPlugins;
|
|
|
|
+ private static _getPluginForFilename(sceneFilename);
|
|
|
|
+ static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
|
|
|
|
+ static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
|
|
+ static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, message: string, exception?: any) => void): void;
|
|
|
|
+ /**
|
|
|
|
+ * Load a scene
|
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
|
+ * @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
|
|
+ */
|
|
|
|
+ static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
|
+ /**
|
|
|
|
+ * Append a scene
|
|
|
|
+ * @param rootUrl a string that defines the root url for scene and resources
|
|
|
|
+ * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
|
|
+ * @param scene is the instance of BABYLON.Scene to append to
|
|
|
|
+ */
|
|
|
|
+ static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
/**
|
|
/**
|
|
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
|
|
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
|
|
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
|
|
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
|
|
@@ -6475,6 +6475,10 @@ declare module BABYLON {
|
|
private _applyToMesh(mesh);
|
|
private _applyToMesh(mesh);
|
|
private notifyUpdate(kind?);
|
|
private notifyUpdate(kind?);
|
|
load(scene: Scene, onLoaded?: () => void): void;
|
|
load(scene: Scene, onLoaded?: () => void): void;
|
|
|
|
+ /**
|
|
|
|
+ * Invert the geometry to move from a right handed system to a left handed one.
|
|
|
|
+ */
|
|
|
|
+ toLeftHanded(): void;
|
|
isDisposed(): boolean;
|
|
isDisposed(): boolean;
|
|
dispose(): void;
|
|
dispose(): void;
|
|
copy(id: string): Geometry;
|
|
copy(id: string): Geometry;
|
|
@@ -7051,6 +7055,10 @@ declare module BABYLON {
|
|
* This method creates a new index buffer each call.
|
|
* This method creates a new index buffer each call.
|
|
*/
|
|
*/
|
|
setIndices(indices: number[] | Int32Array, totalVertices?: number): void;
|
|
setIndices(indices: number[] | Int32Array, totalVertices?: number): void;
|
|
|
|
+ /**
|
|
|
|
+ * Invert the geometry to move from a right handed system to a left handed one.
|
|
|
|
+ */
|
|
|
|
+ toLeftHanded(): void;
|
|
_bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
|
|
_bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
|
|
_draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
|
|
_draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
|
|
/**
|
|
/**
|
|
@@ -9242,6 +9250,28 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
|
|
+ class ReflectionProbe {
|
|
|
|
+ name: string;
|
|
|
|
+ private _scene;
|
|
|
|
+ private _renderTargetTexture;
|
|
|
|
+ private _projectionMatrix;
|
|
|
|
+ private _viewMatrix;
|
|
|
|
+ private _target;
|
|
|
|
+ private _add;
|
|
|
|
+ private _attachedMesh;
|
|
|
|
+ invertYAxis: boolean;
|
|
|
|
+ position: Vector3;
|
|
|
|
+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
|
+ refreshRate: number;
|
|
|
|
+ getScene(): Scene;
|
|
|
|
+ cubeTexture: RenderTargetTexture;
|
|
|
|
+ renderList: AbstractMesh[];
|
|
|
|
+ attachToMesh(mesh: AbstractMesh): void;
|
|
|
|
+ dispose(): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
private _passedProcess;
|
|
private _passedProcess;
|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
@@ -9968,68 +9998,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
- class ReflectionProbe {
|
|
|
|
- name: string;
|
|
|
|
- private _scene;
|
|
|
|
- private _renderTargetTexture;
|
|
|
|
- private _projectionMatrix;
|
|
|
|
- private _viewMatrix;
|
|
|
|
- private _target;
|
|
|
|
- private _add;
|
|
|
|
- private _attachedMesh;
|
|
|
|
- invertYAxis: boolean;
|
|
|
|
- position: Vector3;
|
|
|
|
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
|
|
- refreshRate: number;
|
|
|
|
- getScene(): Scene;
|
|
|
|
- cubeTexture: RenderTargetTexture;
|
|
|
|
- renderList: AbstractMesh[];
|
|
|
|
- attachToMesh(mesh: AbstractMesh): void;
|
|
|
|
- dispose(): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON.Internals {
|
|
|
|
- class _AlphaState {
|
|
|
|
- private _isAlphaBlendDirty;
|
|
|
|
- private _isBlendFunctionParametersDirty;
|
|
|
|
- private _alphaBlend;
|
|
|
|
- private _blendFunctionParameters;
|
|
|
|
- isDirty: boolean;
|
|
|
|
- alphaBlend: boolean;
|
|
|
|
- setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
|
|
|
|
- reset(): void;
|
|
|
|
- apply(gl: WebGLRenderingContext): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON.Internals {
|
|
|
|
- class _DepthCullingState {
|
|
|
|
- private _isDepthTestDirty;
|
|
|
|
- private _isDepthMaskDirty;
|
|
|
|
- private _isDepthFuncDirty;
|
|
|
|
- private _isCullFaceDirty;
|
|
|
|
- private _isCullDirty;
|
|
|
|
- private _isZOffsetDirty;
|
|
|
|
- private _depthTest;
|
|
|
|
- private _depthMask;
|
|
|
|
- private _depthFunc;
|
|
|
|
- private _cull;
|
|
|
|
- private _cullFace;
|
|
|
|
- private _zOffset;
|
|
|
|
- isDirty: boolean;
|
|
|
|
- zOffset: number;
|
|
|
|
- cullFace: number;
|
|
|
|
- cull: boolean;
|
|
|
|
- depthFunc: number;
|
|
|
|
- depthMask: boolean;
|
|
|
|
- depthTest: boolean;
|
|
|
|
- reset(): void;
|
|
|
|
- apply(gl: WebGLRenderingContext): void;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-declare module BABYLON {
|
|
|
|
class Sprite {
|
|
class Sprite {
|
|
name: string;
|
|
name: string;
|
|
position: Vector3;
|
|
position: Vector3;
|
|
@@ -10099,6 +10067,46 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
|
|
|
|
declare module BABYLON.Internals {
|
|
declare module BABYLON.Internals {
|
|
|
|
+ class _AlphaState {
|
|
|
|
+ private _isAlphaBlendDirty;
|
|
|
|
+ private _isBlendFunctionParametersDirty;
|
|
|
|
+ private _alphaBlend;
|
|
|
|
+ private _blendFunctionParameters;
|
|
|
|
+ isDirty: boolean;
|
|
|
|
+ alphaBlend: boolean;
|
|
|
|
+ setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
|
|
|
|
+ reset(): void;
|
|
|
|
+ apply(gl: WebGLRenderingContext): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON.Internals {
|
|
|
|
+ class _DepthCullingState {
|
|
|
|
+ private _isDepthTestDirty;
|
|
|
|
+ private _isDepthMaskDirty;
|
|
|
|
+ private _isDepthFuncDirty;
|
|
|
|
+ private _isCullFaceDirty;
|
|
|
|
+ private _isCullDirty;
|
|
|
|
+ private _isZOffsetDirty;
|
|
|
|
+ private _depthTest;
|
|
|
|
+ private _depthMask;
|
|
|
|
+ private _depthFunc;
|
|
|
|
+ private _cull;
|
|
|
|
+ private _cullFace;
|
|
|
|
+ private _zOffset;
|
|
|
|
+ isDirty: boolean;
|
|
|
|
+ zOffset: number;
|
|
|
|
+ cullFace: number;
|
|
|
|
+ cull: boolean;
|
|
|
|
+ depthFunc: number;
|
|
|
|
+ depthMask: boolean;
|
|
|
|
+ depthTest: boolean;
|
|
|
|
+ reset(): void;
|
|
|
|
+ apply(gl: WebGLRenderingContext): void;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+declare module BABYLON.Internals {
|
|
class AndOrNotEvaluator {
|
|
class AndOrNotEvaluator {
|
|
static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
|
|
static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
|
|
private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
|
|
private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
|
|
@@ -11394,9 +11402,6 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
-declare module BABYLON.Internals {
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
class ShadowGenerator {
|
|
class ShadowGenerator {
|
|
private static _FILTER_NONE;
|
|
private static _FILTER_NONE;
|
|
@@ -11455,6 +11460,9 @@ declare module BABYLON {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+declare module BABYLON.Internals {
|
|
|
|
+}
|
|
|
|
+
|
|
declare module BABYLON {
|
|
declare module BABYLON {
|
|
class BaseTexture {
|
|
class BaseTexture {
|
|
name: string;
|
|
name: string;
|