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@@ -220,9 +220,9 @@ declare module BABYLON {
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flushFramebuffer(): void;
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flushFramebuffer(): void;
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restoreDefaultFramebuffer(): void;
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restoreDefaultFramebuffer(): void;
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private _resetVertexBufferBinding();
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private _resetVertexBufferBinding();
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- createVertexBuffer(vertices: number[]): WebGLBuffer;
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+ createVertexBuffer(vertices: number[] | Float32Array): WebGLBuffer;
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createDynamicVertexBuffer(capacity: number): WebGLBuffer;
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createDynamicVertexBuffer(capacity: number): WebGLBuffer;
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- updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
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+ updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: number[] | Float32Array, offset?: number): void;
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private _resetIndexBufferBinding();
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private _resetIndexBufferBinding();
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createIndexBuffer(indices: number[]): WebGLBuffer;
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createIndexBuffer(indices: number[]): WebGLBuffer;
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bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
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bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
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@@ -1183,6 +1183,158 @@ 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 Animatable {
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+ target: any;
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+ fromFrame: number;
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+ toFrame: number;
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+ loopAnimation: boolean;
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+ speedRatio: number;
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+ onAnimationEnd: any;
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+ private _localDelayOffset;
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+ private _pausedDelay;
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+ private _animations;
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+ private _paused;
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+ private _scene;
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+ animationStarted: boolean;
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+ constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
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+ appendAnimations(target: any, animations: Animation[]): void;
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+ getAnimationByTargetProperty(property: string): Animation;
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+ reset(): void;
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+ pause(): void;
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+ restart(): void;
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+ stop(): void;
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+ _animate(delay: number): 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 Animation {
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+ name: string;
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+ targetProperty: string;
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+ framePerSecond: number;
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+ dataType: number;
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+ loopMode: number;
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+ private _keys;
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+ private _offsetsCache;
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+ private _highLimitsCache;
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+ private _stopped;
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+ _target: any;
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+ private _easingFunction;
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+ targetPropertyPath: string[];
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+ currentFrame: number;
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+ allowMatricesInterpolation: boolean;
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+ static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Animatable;
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+ constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
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+ reset(): void;
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+ isStopped(): boolean;
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+ getKeys(): any[];
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+ getEasingFunction(): IEasingFunction;
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+ setEasingFunction(easingFunction: EasingFunction): void;
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+ floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
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+ quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
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+ vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
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+ vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
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+ color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
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+ matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
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+ clone(): Animation;
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+ setKeys(values: Array<any>): void;
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+ private _getKeyValue(value);
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+ private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
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+ animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
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+ private static _ANIMATIONTYPE_FLOAT;
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+ private static _ANIMATIONTYPE_VECTOR3;
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+ private static _ANIMATIONTYPE_QUATERNION;
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+ private static _ANIMATIONTYPE_MATRIX;
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+ private static _ANIMATIONTYPE_COLOR3;
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+ private static _ANIMATIONTYPE_VECTOR2;
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+ private static _ANIMATIONLOOPMODE_RELATIVE;
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+ private static _ANIMATIONLOOPMODE_CYCLE;
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+ private static _ANIMATIONLOOPMODE_CONSTANT;
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+ static ANIMATIONTYPE_FLOAT: number;
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+ static ANIMATIONTYPE_VECTOR3: number;
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+ static ANIMATIONTYPE_VECTOR2: number;
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+ static ANIMATIONTYPE_QUATERNION: number;
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+ static ANIMATIONTYPE_MATRIX: number;
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+ static ANIMATIONTYPE_COLOR3: number;
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+ static ANIMATIONLOOPMODE_RELATIVE: number;
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+ static ANIMATIONLOOPMODE_CYCLE: number;
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+ static ANIMATIONLOOPMODE_CONSTANT: number;
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+ }
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+}
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+
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+declare module BABYLON {
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+ interface IEasingFunction {
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+ ease(gradient: number): number;
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+ }
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+ class EasingFunction implements IEasingFunction {
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+ private static _EASINGMODE_EASEIN;
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+ private static _EASINGMODE_EASEOUT;
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+ private static _EASINGMODE_EASEINOUT;
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+ static EASINGMODE_EASEIN: number;
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+ static EASINGMODE_EASEOUT: number;
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+ static EASINGMODE_EASEINOUT: number;
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+ private _easingMode;
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+ setEasingMode(easingMode: number): void;
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+ getEasingMode(): number;
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+ easeInCore(gradient: number): number;
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+ ease(gradient: number): number;
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+ }
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+ class CircleEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class BackEase extends EasingFunction implements IEasingFunction {
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+ amplitude: number;
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+ constructor(amplitude?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+ class BounceEase extends EasingFunction implements IEasingFunction {
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+ bounces: number;
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+ bounciness: number;
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+ constructor(bounces?: number, bounciness?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+ class CubicEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class ElasticEase extends EasingFunction implements IEasingFunction {
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+ oscillations: number;
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+ springiness: number;
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+ constructor(oscillations?: number, springiness?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+ class ExponentialEase extends EasingFunction implements IEasingFunction {
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+ exponent: number;
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+ constructor(exponent?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+ class PowerEase extends EasingFunction implements IEasingFunction {
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+ power: number;
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+ constructor(power?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+ class QuadraticEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class QuarticEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class QuinticEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class SineEase extends EasingFunction implements IEasingFunction {
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+ easeInCore(gradient: number): number;
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+ }
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+ class BezierCurveEase extends EasingFunction implements IEasingFunction {
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+ x1: number;
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+ y1: number;
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+ x2: number;
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+ y2: number;
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+ constructor(x1?: number, y1?: number, x2?: number, y2?: number);
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+ easeInCore(gradient: number): number;
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+ }
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+}
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+
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+declare module BABYLON {
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class Analyser {
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class Analyser {
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SMOOTHING: number;
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SMOOTHING: number;
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FFT_SIZE: number;
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FFT_SIZE: number;
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@@ -1347,158 +1499,6 @@ 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 Animatable {
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- target: any;
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- fromFrame: number;
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- toFrame: number;
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- loopAnimation: boolean;
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- speedRatio: number;
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- onAnimationEnd: any;
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- private _localDelayOffset;
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- private _pausedDelay;
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- private _animations;
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- private _paused;
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- private _scene;
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- animationStarted: boolean;
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- constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
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- appendAnimations(target: any, animations: Animation[]): void;
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- getAnimationByTargetProperty(property: string): Animation;
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- reset(): void;
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- pause(): void;
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- restart(): void;
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- stop(): void;
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- _animate(delay: number): 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 Animation {
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- name: string;
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- targetProperty: string;
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- framePerSecond: number;
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- dataType: number;
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- loopMode: number;
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- private _keys;
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- private _offsetsCache;
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- private _highLimitsCache;
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- private _stopped;
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- _target: any;
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- private _easingFunction;
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- targetPropertyPath: string[];
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- currentFrame: number;
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- allowMatricesInterpolation: boolean;
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- static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Animatable;
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- constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
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- reset(): void;
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- isStopped(): boolean;
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- getKeys(): any[];
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- getEasingFunction(): IEasingFunction;
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- setEasingFunction(easingFunction: EasingFunction): void;
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- floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
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- quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
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- vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
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- vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
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- color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
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- matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
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- clone(): Animation;
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- setKeys(values: Array<any>): void;
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- private _getKeyValue(value);
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- private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
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- animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
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- private static _ANIMATIONTYPE_FLOAT;
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- private static _ANIMATIONTYPE_VECTOR3;
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- private static _ANIMATIONTYPE_QUATERNION;
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- private static _ANIMATIONTYPE_MATRIX;
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- private static _ANIMATIONTYPE_COLOR3;
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- private static _ANIMATIONTYPE_VECTOR2;
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- private static _ANIMATIONLOOPMODE_RELATIVE;
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- private static _ANIMATIONLOOPMODE_CYCLE;
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- private static _ANIMATIONLOOPMODE_CONSTANT;
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- static ANIMATIONTYPE_FLOAT: number;
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- static ANIMATIONTYPE_VECTOR3: number;
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- static ANIMATIONTYPE_VECTOR2: number;
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- static ANIMATIONTYPE_QUATERNION: number;
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- static ANIMATIONTYPE_MATRIX: number;
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- static ANIMATIONTYPE_COLOR3: number;
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- static ANIMATIONLOOPMODE_RELATIVE: number;
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- static ANIMATIONLOOPMODE_CYCLE: number;
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- static ANIMATIONLOOPMODE_CONSTANT: number;
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- }
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-}
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-
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-declare module BABYLON {
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- interface IEasingFunction {
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- ease(gradient: number): number;
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- }
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- class EasingFunction implements IEasingFunction {
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- private static _EASINGMODE_EASEIN;
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- private static _EASINGMODE_EASEOUT;
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- private static _EASINGMODE_EASEINOUT;
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- static EASINGMODE_EASEIN: number;
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- static EASINGMODE_EASEOUT: number;
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- static EASINGMODE_EASEINOUT: number;
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- private _easingMode;
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- setEasingMode(easingMode: number): void;
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- getEasingMode(): number;
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- easeInCore(gradient: number): number;
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- ease(gradient: number): number;
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- }
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- class CircleEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class BackEase extends EasingFunction implements IEasingFunction {
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- amplitude: number;
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- constructor(amplitude?: number);
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- easeInCore(gradient: number): number;
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- }
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- class BounceEase extends EasingFunction implements IEasingFunction {
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- bounces: number;
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- bounciness: number;
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- constructor(bounces?: number, bounciness?: number);
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- easeInCore(gradient: number): number;
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- }
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- class CubicEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class ElasticEase extends EasingFunction implements IEasingFunction {
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- oscillations: number;
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- springiness: number;
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- constructor(oscillations?: number, springiness?: number);
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- easeInCore(gradient: number): number;
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- }
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- class ExponentialEase extends EasingFunction implements IEasingFunction {
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- exponent: number;
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- constructor(exponent?: number);
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- easeInCore(gradient: number): number;
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- }
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- class PowerEase extends EasingFunction implements IEasingFunction {
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- power: number;
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- constructor(power?: number);
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- easeInCore(gradient: number): number;
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- }
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- class QuadraticEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class QuarticEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class QuinticEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class SineEase extends EasingFunction implements IEasingFunction {
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- easeInCore(gradient: number): number;
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- }
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- class BezierCurveEase extends EasingFunction implements IEasingFunction {
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- x1: number;
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- y1: number;
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- x2: number;
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- y2: number;
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- constructor(x1?: number, y1?: number, x2?: number, y2?: number);
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- easeInCore(gradient: number): number;
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- }
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-}
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-
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-declare module BABYLON {
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class Bone extends Node {
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class Bone extends Node {
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name: string;
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name: string;
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children: Bone[];
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children: Bone[];
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@@ -2845,8 +2845,8 @@ declare module BABYLON {
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normalize(): Vector2;
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normalize(): Vector2;
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clone(): Vector2;
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clone(): Vector2;
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static Zero(): Vector2;
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static Zero(): Vector2;
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- static FromArray(array: number[], offset?: number): Vector2;
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- static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
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+ static FromArray(array: number[] | Float32Array, offset?: number): Vector2;
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+ static FromArrayToRef(array: number[] | Float32Array, offset: number, result: Vector2): void;
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static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
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static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
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static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
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static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
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static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
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static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
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@@ -2866,7 +2866,7 @@ declare module BABYLON {
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constructor(x: number, y: number, z: number);
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constructor(x: number, y: number, z: number);
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toString(): string;
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toString(): string;
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asArray(): number[];
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asArray(): number[];
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- toArray(array: number[], index?: number): Vector3;
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+ toArray(array: number[] | Float32Array, index?: number): Vector3;
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toQuaternion(): Quaternion;
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toQuaternion(): Quaternion;
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addInPlace(otherVector: Vector3): Vector3;
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addInPlace(otherVector: Vector3): Vector3;
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add(otherVector: Vector3): Vector3;
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add(otherVector: Vector3): Vector3;
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@@ -2898,9 +2898,9 @@ declare module BABYLON {
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copyFrom(source: Vector3): Vector3;
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copyFrom(source: Vector3): Vector3;
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copyFromFloats(x: number, y: number, z: number): Vector3;
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copyFromFloats(x: number, y: number, z: number): Vector3;
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static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size: any): number;
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static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size: any): number;
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- static FromArray(array: number[], offset?: number): Vector3;
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+ static FromArray(array: number[] | Float32Array, offset?: number): Vector3;
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static FromFloatArray(array: Float32Array, offset?: number): Vector3;
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static FromFloatArray(array: Float32Array, offset?: number): Vector3;
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- static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
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+ static FromArrayToRef(array: number[] | Float32Array, offset: number, result: Vector3): void;
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static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
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static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
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static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
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static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
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static Zero(): Vector3;
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static Zero(): Vector3;
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@@ -3553,7 +3553,7 @@ declare module BABYLON {
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getLOD(camera: Camera): AbstractMesh;
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getLOD(camera: Camera): AbstractMesh;
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getTotalVertices(): number;
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getTotalVertices(): number;
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getIndices(): number[];
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getIndices(): number[];
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- getVerticesData(kind: string): number[];
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+ getVerticesData(kind: string): number[] | Float32Array;
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isVerticesDataPresent(kind: string): boolean;
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isVerticesDataPresent(kind: string): boolean;
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getBoundingInfo(): BoundingInfo;
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getBoundingInfo(): BoundingInfo;
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useBones: boolean;
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useBones: boolean;
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@@ -3704,11 +3704,11 @@ declare module BABYLON {
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getEngine(): Engine;
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getEngine(): Engine;
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isReady(): boolean;
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isReady(): boolean;
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setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
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setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
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- setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
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+ setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean, stride?: number): void;
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updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
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updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
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- updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
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+ updateVerticesData(kind: string, data: number[] | Float32Array, updateExtends?: boolean): void;
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getTotalVertices(): number;
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getTotalVertices(): number;
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- getVerticesData(kind: string, copyWhenShared?: boolean): number[];
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+ getVerticesData(kind: string, copyWhenShared?: boolean): number[] | Float32Array;
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getVertexBuffer(kind: string): VertexBuffer;
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getVertexBuffer(kind: string): VertexBuffer;
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getVertexBuffers(): VertexBuffer[];
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getVertexBuffers(): VertexBuffer[];
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isVerticesDataPresent(kind: string): boolean;
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isVerticesDataPresent(kind: string): boolean;
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@@ -3873,7 +3873,7 @@ declare module BABYLON {
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skeleton: Skeleton;
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skeleton: Skeleton;
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getTotalVertices(): number;
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getTotalVertices(): number;
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sourceMesh: Mesh;
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sourceMesh: Mesh;
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- getVerticesData(kind: string): number[];
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+ getVerticesData(kind: string): number[] | Float32Array;
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isVerticesDataPresent(kind: string): boolean;
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isVerticesDataPresent(kind: string): boolean;
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getIndices(): number[];
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getIndices(): number[];
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_positions: Vector3[];
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_positions: Vector3[];
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@@ -3981,7 +3981,7 @@ declare module BABYLON {
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getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
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getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
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geometry: Geometry;
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geometry: Geometry;
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getTotalVertices(): number;
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getTotalVertices(): number;
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- getVerticesData(kind: string, copyWhenShared?: boolean): number[];
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+ getVerticesData(kind: string, copyWhenShared?: boolean): number[] | Float32Array;
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getVertexBuffer(kind: any): VertexBuffer;
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getVertexBuffer(kind: any): VertexBuffer;
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isVerticesDataPresent(kind: string): boolean;
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isVerticesDataPresent(kind: string): boolean;
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getVerticesDataKinds(): string[];
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getVerticesDataKinds(): string[];
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@@ -4001,8 +4001,8 @@ declare module BABYLON {
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refreshBoundingInfo(): void;
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refreshBoundingInfo(): void;
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_createGlobalSubMesh(): SubMesh;
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_createGlobalSubMesh(): SubMesh;
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subdivide(count: number): void;
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subdivide(count: number): void;
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- setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
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- updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
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+ setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean, stride?: number): void;
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+ updateVerticesData(kind: string, data: number[] | Float32Array, updateExtends?: boolean, makeItUnique?: boolean): void;
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updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
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updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
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updateMeshPositions(positionFunction: any, computeNormals?: boolean): void;
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updateMeshPositions(positionFunction: any, computeNormals?: boolean): void;
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makeGeometryUnique(): void;
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makeGeometryUnique(): void;
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@@ -4280,26 +4280,26 @@ declare module BABYLON {
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declare module BABYLON {
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declare module BABYLON {
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interface IGetSetVerticesData {
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interface IGetSetVerticesData {
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isVerticesDataPresent(kind: string): boolean;
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isVerticesDataPresent(kind: string): boolean;
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- getVerticesData(kind: string, copyWhenShared?: boolean): number[];
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+ getVerticesData(kind: string, copyWhenShared?: boolean): number[] | Float32Array;
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getIndices(copyWhenShared?: boolean): number[];
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getIndices(copyWhenShared?: boolean): number[];
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- setVerticesData(kind: string, data: number[], updatable?: boolean): void;
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- updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
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- setIndices(indices: number[]): void;
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+ setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean): void;
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+ updateVerticesData(kind: string, data: number[] | Float32Array, updateExtends?: boolean, makeItUnique?: boolean): void;
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+ setIndices(indices: number[] | Float32Array): void;
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}
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}
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class VertexData {
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class VertexData {
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- positions: number[];
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- normals: number[];
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- uvs: number[];
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- uvs2: number[];
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- uvs3: number[];
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- uvs4: number[];
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- uvs5: number[];
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- uvs6: number[];
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- colors: number[];
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- matricesIndices: number[];
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- matricesWeights: number[];
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+ positions: number[] | Float32Array;
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+ normals: number[] | Float32Array;
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+ uvs: number[] | Float32Array;
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+ uvs2: number[] | Float32Array;
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+ uvs3: number[] | Float32Array;
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+ uvs4: number[] | Float32Array;
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+ uvs5: number[] | Float32Array;
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+ uvs6: number[] | Float32Array;
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+ colors: number[] | Float32Array;
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+ matricesIndices: number[] | Float32Array;
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+ matricesWeights: number[] | Float32Array;
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indices: number[];
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indices: number[];
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- set(data: number[], kind: string): void;
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+ set(data: number[] | Float32Array, kind: string): void;
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applyToMesh(mesh: Mesh, updatable?: boolean): void;
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applyToMesh(mesh: Mesh, updatable?: boolean): void;
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applyToGeometry(geometry: Geometry, updatable?: boolean): void;
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applyToGeometry(geometry: Geometry, updatable?: boolean): void;
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updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
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updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
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@@ -4628,13 +4628,13 @@ declare module BABYLON {
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private _updatable;
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private _updatable;
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private _kind;
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private _kind;
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private _strideSize;
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private _strideSize;
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- constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
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+ constructor(engine: any, data: number[] | Float32Array, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
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isUpdatable(): boolean;
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isUpdatable(): boolean;
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- getData(): number[];
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+ getData(): number[] | Float32Array;
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getBuffer(): WebGLBuffer;
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getBuffer(): WebGLBuffer;
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getStrideSize(): number;
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getStrideSize(): number;
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- create(data?: number[]): void;
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- update(data: number[]): void;
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+ create(data?: number[] | Float32Array): void;
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+ update(data: number[] | Float32Array): void;
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updateDirectly(data: Float32Array, offset: number): void;
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updateDirectly(data: Float32Array, offset: number): void;
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dispose(): void;
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dispose(): void;
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private static _PositionKind;
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private static _PositionKind;
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@@ -5929,11 +5929,11 @@ declare module BABYLON {
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static GetDOMTextContent(element: HTMLElement): string;
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static GetDOMTextContent(element: HTMLElement): string;
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static ToDegrees(angle: number): number;
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static ToDegrees(angle: number): number;
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static ToRadians(angle: number): number;
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static ToRadians(angle: number): number;
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- static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
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+ static ExtractMinAndMaxIndexed(positions: number[] | Float32Array, indices: number[], indexStart: number, indexCount: number): {
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minimum: Vector3;
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minimum: Vector3;
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maximum: Vector3;
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maximum: Vector3;
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};
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};
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- static ExtractMinAndMax(positions: number[], start: number, count: number): {
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+ static ExtractMinAndMax(positions: number[] | Float32Array, start: number, count: number): {
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minimum: Vector3;
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minimum: Vector3;
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maximum: Vector3;
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maximum: Vector3;
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};
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};
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@@ -6009,7 +6009,6 @@ declare module BABYLON {
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static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
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static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
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static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
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static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
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static Now: number;
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static Now: number;
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- static GetFps(): number;
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}
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}
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/**
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/**
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* An implementation of a loop for asynchronous functions.
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* An implementation of a loop for asynchronous functions.
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