David Catuhe 5 年之前
父节点
当前提交
f5dd181eaf

+ 2 - 1
dist/preview release/babylon.d.ts

@@ -44342,9 +44342,10 @@ declare module BABYLON {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer

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+ 1 - 1
dist/preview release/babylon.js


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+ 55 - 51
dist/preview release/babylon.max.js


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+ 1 - 1
dist/preview release/babylon.max.js.map


+ 4 - 2
dist/preview release/babylon.module.d.ts

@@ -45897,9 +45897,10 @@ declare module "babylonjs/Rendering/utilityLayerRenderer" {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer
@@ -117614,9 +117615,10 @@ declare module BABYLON {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer

+ 2 - 1
dist/preview release/documentation.d.ts

@@ -44342,9 +44342,10 @@ declare module BABYLON {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer

+ 4 - 2
dist/preview release/viewer/babylon.module.d.ts

@@ -45897,9 +45897,10 @@ declare module "babylonjs/Rendering/utilityLayerRenderer" {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer
@@ -117614,9 +117615,10 @@ declare module BABYLON {
         private _renderCamera;
         /**
          * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
+         * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned
          * @returns the camera that is used when rendering the utility layer
          */
-        getRenderCamera(): Camera;
+        getRenderCamera(getRigParentIfPossible?: boolean): Camera;
         /**
          * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
          * @param cam the camera that should be used when rendering the utility layer

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+ 4 - 4
dist/preview release/viewer/babylon.viewer.js


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+ 1 - 1
dist/preview release/viewer/babylon.viewer.max.js


+ 6 - 7
dist/preview release/what's new.md

@@ -3,19 +3,17 @@
 ## Major updates
 
 - Node Material and Node material editor [Doc](https://doc.babylonjs.com/how_to/node_material) ([Deltakosh](https://github.com/deltakosh/) / [TrevorDev](https://github.com/TrevorDev))
-- WebGPU support [Doc](https://doc.babylonjs.com/extensions/webgpu) ([Sebavan](https://github.com/sebavan/))
+- WebGPU preliminary support [Doc](https://doc.babylonjs.com/extensions/webgpu) ([Sebavan](https://github.com/sebavan/))
+- Added the "Cascaded Shadow Mapping" (CSM) shadow rendering technique ([Popov72](https://github.com/Popov72) (initiated by [lockphase](https://github.com/lockphase/)))
 - .basis texture file format support [Doc](https://doc.babylonjs.com/resources/multi-platform_compressed_textures#basis-file-format) ([TrevorDev](https://github.com/TrevorDev))
-- WIP: Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet))
-- Added Points Cloud Particle System ([JohnK](https://github.com/BabylonJSGuide/))
+- Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet))
+- Added Points Cloud Particle System [Doc](https://doc.babylonjs.com/how_to/point_cloud_particles) ([JohnK](https://github.com/BabylonJSGuide/))
 - Classes decoupling ending up with smaller bundle sizes [Blog](https://medium.com/@babylonjs/size-matters-e0e94dad01a7) ([Deltakosh](https://github.com/deltakosh/))
 - Babylon.js controls [Doc](https://doc.babylonjs.com/features/controls) ([Sebavan](https://github.com/sebavan/) / [Deltakosh](https://github.com/deltakosh/))
-- WebXR updates:
-  - WebXR updated to spec as of July 10th ([TrevorDev](https://github.com/TrevorDev))
-  - WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev))
+- Massive WebXR updates (See below) ([RaananW](https://github.com/RaananW/) / [TrevorDev](https://github.com/TrevorDev))
 - Added support for Offscreen canvas [Doc](https://doc.babylonjs.com/how_to/using_offscreen_canvas) ([Deltakosh](https://github.com/deltakosh/)
 - Added support for multiple canvases with one engine [Doc](https://doc.babylonjs.com/how_to/multi_canvases) ([Deltakosh](https://github.com/deltakosh/)
 - Added useReverseDepthBuffer to Engine which can provide greater z depth for distant objects without the cost of a logarithmic depth buffer ([BenAdams](https://github.com/benaadams/))
-- Added the "Cascaded Shadow Mapping" (CSM) shadow rendering technique ([Popov72](https://github.com/Popov72) (initiated by [lockphase](https://github.com/lockphase/)))
 - Screen space reflections post-process [Doc](https://doc.babylonjs.com/how_to/using_screenspacereflectionspostprocess) ([julien-moreau](https://github.com/julien-moreau))
 
 ## Updates
@@ -186,6 +184,7 @@
 
 ### WebXR / WebVR
 
+- WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev))
 - Compliance with the mozilla WebXR emulator for chrome and firefox ([RaananW](https://github.com/RaananW/))
 - Use the same icon as in VR ([RaananW](https://github.com/RaananW/))
 - Gamepad object is now exposed in the WebXRController class ([RaananW](https://github.com/RaananW/))

+ 1 - 1
package.json

@@ -107,4 +107,4 @@
         "xhr2": "^0.1.4",
         "xmlbuilder": "8.2.2"
     }
-}
+}