@babylonjs/core 5.23.0 → 5.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { DeepImmutable } from \"../types\";\r\nimport type { Vector2, Vector3 } from \"./math.vector\";\r\nimport { TmpVectors } from \"./math.vector\";\r\n\r\n/**\r\n * Class used to store (r, theta) vector representation\r\n */\r\nexport class Polar {\r\n public radius: number;\r\n public theta: number;\r\n\r\n /**\r\n * Creates a new Polar object\r\n * @param radius the radius of the vector\r\n * @param theta the angle of the vector\r\n */\r\n constructor(radius: number, theta: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Polar\"\r\n */\r\n public getClassName() {\r\n return \"Polar\";\r\n }\r\n\r\n /**\r\n * Converts the current polar to a string\r\n * @returns the current polar as a string\r\n */\r\n public toString() {\r\n return JSON.stringify(this);\r\n }\r\n\r\n /**\r\n * Converts the current polar to an array\r\n * @reutrns the current polar as an array\r\n */\r\n public asArray() {\r\n return [this.radius, this.theta];\r\n }\r\n\r\n /**\r\n * Adds the current Polar and the given Polar and stores the result\r\n * @param polar the polar to add\r\n * @param ref the polar to store the result in\r\n * @returns the updated ref\r\n */\r\n public addToRef(polar: Polar, ref: Polar) {\r\n ref.radius = this.radius + polar.radius;\r\n ref.theta = this.theta + polar.theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds the current Polar and the given Polar\r\n * @param polar the polar to add\r\n * @returns the sum polar\r\n */\r\n public add(polar: Polar) {\r\n const ref = new Polar(0, 0);\r\n this.addToRef(polar, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds the given polar to the current polar\r\n * @param polar the polar to add\r\n * @returns the current polar\r\n */\r\n public addInPlace(polar: Polar) {\r\n this.addToRef(polar, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds the provided values to the current polar\r\n * @param radius the amount to add to the radius\r\n * @param theta the amount to add to the theta\r\n * @returns the current polar\r\n */\r\n public addInPlaceFromFloats(radius: number, theta: number) {\r\n this.radius += radius;\r\n this.theta += theta;\r\n return this;\r\n }\r\n\r\n /**\r\n * Subtracts the given Polar from the current Polar and stores the result\r\n * @param polar the polar to subtract\r\n * @param ref the polar to store the result in\r\n * @returns the updated ref\r\n */\r\n public subtractToRef(polar: Polar, ref: Polar) {\r\n ref.radius = this.radius - polar.radius;\r\n ref.theta = this.theta - polar.theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given Polar from the current Polar\r\n * @param polar the polar to subtract\r\n * @returns the difference polar\r\n */\r\n public subtract(polar: Polar) {\r\n const ref = new Polar(0, 0);\r\n this.subtractToRef(polar, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given Polar from the current Polar\r\n * @param polar the polar to subtract\r\n * @returns the current polar\r\n */\r\n public subtractInPlace(polar: Polar) {\r\n this.subtractToRef(polar, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Subtracts the given floats from the current polar\r\n * @param radius the amount to subtract from the radius\r\n * @param theta the amount to subtract from the theta\r\n * @param ref the polar to store the result in\r\n * @returns the updated ref\r\n */\r\n public subtractFromFloatsToRef(radius: number, theta: number, ref: Polar) {\r\n ref.radius = this.radius - radius;\r\n ref.theta = this.theta - theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given floats from the current polar\r\n * @param radius the amount to subtract from the radius\r\n * @param theta the amount to subtract from the theta\r\n * @returns the difference polar\r\n */\r\n public subtractFromFloats(radius: number, theta: number) {\r\n const ref = new Polar(0, 0);\r\n this.subtractFromFloatsToRef(radius, theta, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Polar with the current Polar and stores the result\r\n * @param polar the polar to multiply\r\n * @param ref the polar to store the result in\r\n * @returns the updated ref\r\n */\r\n public multiplyToRef(polar: Polar, ref: Polar) {\r\n ref.radius = this.radius * polar.radius;\r\n ref.theta = this.theta * polar.theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Polar with the current Polar\r\n * @param polar the polar to multiply\r\n * @returns the product polar\r\n */\r\n public multiply(polar: Polar) {\r\n const ref = new Polar(0, 0);\r\n this.multiplyToRef(polar, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Polar with the current Polar\r\n * @param polar the polar to multiply\r\n * @returns the current polar\r\n */\r\n public multiplyInPlace(polar: Polar) {\r\n this.multiplyToRef(polar, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Divides the current Polar by the given Polar and stores the result\r\n * @param polar the polar to divide\r\n * @param ref the polar to store the result in\r\n * @returns the updated ref\r\n */\r\n public divideToRef(polar: Polar, ref: Polar) {\r\n ref.radius = this.radius / polar.radius;\r\n ref.theta = this.theta / polar.theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Divides the current Polar by the given Polar\r\n * @param polar the polar to divide\r\n * @returns the quotient polar\r\n */\r\n public divide(polar: Polar) {\r\n const ref = new Polar(0, 0);\r\n this.divideToRef(polar, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Divides the current Polar by the given Polar\r\n * @param polar the polar to divide\r\n * @returns the current polar\r\n */\r\n public divideInPlace(polar: Polar) {\r\n this.divideToRef(polar, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the current polar\r\n * @returns a clone of the current polar\r\n */\r\n public clone() {\r\n return new Polar(this.radius, this.theta);\r\n }\r\n\r\n /**\r\n * Copies the source polar into the current polar\r\n * @param source the polar to copy from\r\n * @returns the current polar\r\n */\r\n public copyFrom(source: Polar) {\r\n this.radius = source.radius;\r\n this.theta = source.theta;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copies the given values into the current polar\r\n * @param radius the radius to use\r\n * @param theta the theta to use\r\n * @returns the current polar\r\n */\r\n public copyFromFloats(radius: number, theta: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scales the current polar and stores the result\r\n * @param scale defines the multiplication factor\r\n * @param ref where to store the result\r\n * @returns the updated ref\r\n */\r\n public scaleToRef(scale: number, ref: Polar) {\r\n ref.radius = this.radius * scale;\r\n ref.theta = this.theta * scale;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Scales the current polar and returns a new polar with the scaled coordinates\r\n * @param scale defines the multiplication factor\r\n * @returns the scaled polar\r\n */\r\n public scale(scale: number) {\r\n const ref = new Polar(0, 0);\r\n this.scaleToRef(scale, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Scales the current polar\r\n * @param scale defines the multiplication factor\r\n * @returns the current polar\r\n */\r\n public scaleInPlace(scale: number) {\r\n this.scaleToRef(scale, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the values of the current polar\r\n * @param radius the new radius\r\n * @param theta the new theta\r\n * @returns the current polar\r\n */\r\n public set(radius: number, theta: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the values of the current polar\r\n * @param value the new values\r\n * @returns the current polar\r\n */\r\n public setAll(value: number) {\r\n this.set(value, value);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the rectangular coordinates of the current Polar\r\n * @param ref the reference to assign the result\r\n * @returns the updated reference\r\n */\r\n public toVector2ToRef(ref: Vector2): Vector2 {\r\n const x = this.radius * Math.cos(this.theta);\r\n const y = this.radius * Math.sin(this.theta);\r\n ref.set(x, y);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Gets the rectangular coordinates of the current Polar\r\n * @returns the rectangular coordinates\r\n */\r\n public toVector2(): Vector2 {\r\n const ref = TmpVectors.Vector2[0];\r\n return this.toVector2ToRef(ref);\r\n }\r\n\r\n /**\r\n * Converts a given Vector2 to its polar coordinates\r\n * @param v the Vector2 to convert\r\n * @param ref the reference to assign the result\r\n * @returns the updated reference\r\n */\r\n public static FromVector2ToRef(v: Vector2, ref: Polar): Polar {\r\n const theta = Math.sign(v.y) * Math.acos(v.x / v.length());\r\n ref.radius = v.length();\r\n ref.theta = theta;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Converts a given Vector2 to its polar coordinates\r\n * @param v the Vector2 to convert\r\n * @returns a Polar\r\n */\r\n public static FromVector2(v: Vector2): Polar {\r\n const polar = new Polar(0, 0);\r\n Polar.FromVector2ToRef(v, polar);\r\n return polar;\r\n }\r\n\r\n /**\r\n * Converts an array of floats to a polar\r\n * @param array the array to convert\r\n * @returns the converted polar\r\n */\r\n public static FromArray(array: number[]) {\r\n return new Polar(array[0], array[1]);\r\n }\r\n}\r\n\r\n/**\r\n * Class used for (radius, theta, phi) vector representation.\r\n */\r\nexport class Spherical {\r\n public radius: number;\r\n public theta: number;\r\n public phi: number;\r\n\r\n /**\r\n * @param radius spherical radius\r\n * @param theta angle from positive y axis to radial line from 0 to PI (vertical)\r\n * @param phi angle from positive x axis measured anticlockwise from -PI to PI (horizontal)\r\n */\r\n constructor(radius: number, theta: number, phi: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n this.phi = phi;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Spherical\"\r\n */\r\n public getClassName() {\r\n return \"Spherical\";\r\n }\r\n\r\n /**\r\n * Converts the current spherical to a string\r\n * @returns the current spherical as a string\r\n */\r\n public toString() {\r\n return JSON.stringify(this);\r\n }\r\n\r\n /**\r\n * Converts the current spherical to an array\r\n * @reutrns the current spherical as an array\r\n */\r\n public asArray() {\r\n return [this.radius, this.theta, this.phi];\r\n }\r\n\r\n /**\r\n * Adds the current Spherical and the given Spherical and stores the result\r\n * @param spherical the spherical to add\r\n * @param ref the spherical to store the result in\r\n * @returns the updated ref\r\n */\r\n public addToRef(spherical: Spherical, ref: Spherical) {\r\n ref.radius = this.radius + spherical.radius;\r\n ref.theta = this.theta + spherical.theta;\r\n ref.phi = this.phi + spherical.phi;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds the current Spherical and the given Spherical\r\n * @param spherical the spherical to add\r\n * @returns the sum spherical\r\n */\r\n public add(spherical: Spherical) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.addToRef(spherical, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds the given spherical to the current spherical\r\n * @param spherical the spherical to add\r\n * @returns the current spherical\r\n */\r\n public addInPlace(spherical: Spherical) {\r\n this.addToRef(spherical, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds the provided values to the current spherical\r\n * @param radius the amount to add to the radius\r\n * @param theta the amount to add to the theta\r\n * @param phi the amount to add to the phi\r\n * @returns the current spherical\r\n */\r\n public addInPlaceFromFloats(radius: number, theta: number, phi: number) {\r\n this.radius += radius;\r\n this.theta += theta;\r\n this.phi += phi;\r\n return this;\r\n }\r\n\r\n /**\r\n * Subtracts the given Spherical from the current Spherical and stores the result\r\n * @param spherical the spherical to subtract\r\n * @param ref the spherical to store the result in\r\n * @returns the updated ref\r\n */\r\n public subtractToRef(spherical: Spherical, ref: Spherical) {\r\n ref.radius = this.radius - spherical.radius;\r\n ref.theta = this.theta - spherical.theta;\r\n ref.phi = this.phi - spherical.phi;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given Spherical from the current Spherical\r\n * @param spherical the spherical to subtract\r\n * @returns the difference spherical\r\n */\r\n public subtract(spherical: Spherical) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.subtractToRef(spherical, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given Spherical from the current Spherical\r\n * @param spherical the spherical to subtract\r\n * @returns the current spherical\r\n */\r\n public subtractInPlace(spherical: Spherical) {\r\n this.subtractToRef(spherical, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Subtracts the given floats from the current spherical\r\n * @param radius the amount to subtract from the radius\r\n * @param theta the amount to subtract from the theta\r\n * @param phi the amount to subtract from the phi\r\n * @param ref the spherical to store the result in\r\n * @returns the updated ref\r\n */\r\n public subtractFromFloatsToRef(radius: number, theta: number, phi: number, ref: Spherical) {\r\n ref.radius = this.radius - radius;\r\n ref.theta = this.theta - theta;\r\n ref.phi = this.phi - phi;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Subtracts the given floats from the current spherical\r\n * @param radius the amount to subtract from the radius\r\n * @param theta the amount to subtract from the theta\r\n * @param phi the amount to subtract from the phi\r\n * @returns the difference spherical\r\n */\r\n public subtractFromFloats(radius: number, theta: number, phi: number) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.subtractFromFloatsToRef(radius, theta, phi, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Spherical with the current Spherical and stores the result\r\n * @param spherical the spherical to multiply\r\n * @param ref the spherical to store the result in\r\n * @returns the updated ref\r\n */\r\n public multiplyToRef(spherical: Spherical, ref: Spherical) {\r\n ref.radius = this.radius * spherical.radius;\r\n ref.theta = this.theta * spherical.theta;\r\n ref.phi = this.phi * spherical.phi;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Spherical with the current Spherical\r\n * @param spherical the spherical to multiply\r\n * @returns the product spherical\r\n */\r\n public multiply(spherical: Spherical) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.multiplyToRef(spherical, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Multiplies the given Spherical with the current Spherical\r\n * @param spherical the spherical to multiply\r\n * @returns the current spherical\r\n */\r\n public multiplyInPlace(spherical: Spherical) {\r\n this.multiplyToRef(spherical, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Divides the current Spherical by the given Spherical and stores the result\r\n * @param spherical the spherical to divide\r\n * @param ref the spherical to store the result in\r\n * @returns the updated ref\r\n */\r\n public divideToRef(spherical: Spherical, ref: Spherical) {\r\n ref.radius = this.radius / spherical.radius;\r\n ref.theta = this.theta / spherical.theta;\r\n ref.phi = this.phi / spherical.phi;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Divides the current Spherical by the given Spherical\r\n * @param spherical the spherical to divide\r\n * @returns the quotient spherical\r\n */\r\n public divide(spherical: Spherical) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.divideToRef(spherical, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Divides the current Spherical by the given Spherical\r\n * @param spherical the spherical to divide\r\n * @returns the current spherical\r\n */\r\n public divideInPlace(spherical: Spherical) {\r\n this.divideToRef(spherical, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the current spherical\r\n * @returns a clone of the current spherical\r\n */\r\n public clone() {\r\n return new Spherical(this.radius, this.theta, this.phi);\r\n }\r\n\r\n /**\r\n * Copies the source spherical into the current spherical\r\n * @param source the spherical to copy from\r\n * @returns the current spherical\r\n */\r\n public copyFrom(source: Spherical) {\r\n this.radius = source.radius;\r\n this.theta = source.theta;\r\n this.phi = source.phi;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copies the given values into the current spherical\r\n * @param radius the radius to use\r\n * @param theta the theta to use\r\n * @param phi the phi to use\r\n * @returns the current spherical\r\n */\r\n public copyFromFloats(radius: number, theta: number, phi: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n this.phi = phi;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scales the current spherical and stores the result\r\n * @param scale defines the multiplication factor\r\n * @param ref where to store the result\r\n * @returns the updated ref\r\n */\r\n public scaleToRef(scale: number, ref: Spherical) {\r\n ref.radius = this.radius * scale;\r\n ref.theta = this.theta * scale;\r\n ref.phi = this.phi * scale;\r\n return ref;\r\n }\r\n\r\n /**\r\n * Scales the current spherical and returns a new spherical with the scaled coordinates\r\n * @param scale defines the multiplication factor\r\n * @returns the scaled spherical\r\n */\r\n public scale(scale: number) {\r\n const ref = new Spherical(0, 0, 0);\r\n this.scaleToRef(scale, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Scales the current spherical\r\n * @param scale defines the multiplication factor\r\n * @returns the current spherical\r\n */\r\n public scaleInPlace(scale: number) {\r\n this.scaleToRef(scale, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the values of the current spherical\r\n * @param radius the new radius\r\n * @param theta the new theta\r\n * @param phi the new phi\r\n * @returns the current spherical\r\n */\r\n public set(radius: number, theta: number, phi: number) {\r\n this.radius = radius;\r\n this.theta = theta;\r\n this.phi = phi;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the values of the current spherical\r\n * @param value the new values\r\n * @returns the current spherical\r\n */\r\n public setAll(value: number) {\r\n this.set(value, value, value);\r\n return this;\r\n }\r\n\r\n /**\r\n * Assigns the rectangular coordinates of the current Spherical to a Vector3\r\n * @param ref the Vector3 to update\r\n * @returns the updated Vector3\r\n */\r\n public toVector3ToRef(ref: DeepImmutable<Vector3>): Vector3 {\r\n const x = this.radius * Math.sin(this.theta) * Math.cos(this.phi);\r\n const y = this.radius * Math.cos(this.theta);\r\n const z = this.radius * Math.sin(this.theta) * Math.sin(this.phi);\r\n ref.set(x, y, z);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Gets a Vector3 from the current spherical coordinates\r\n * @returns the Vector3\r\n */\r\n public toVector3(): Vector3 {\r\n const ref = TmpVectors.Vector3[0];\r\n return this.toVector3ToRef(ref);\r\n }\r\n\r\n /**\r\n * Assigns the spherical coordinates from a Vector3\r\n * @param vector the vector to convert\r\n * @param ref the Spherical to update\r\n * @returns the updated ref\r\n */\r\n public static FromVector3ToRef(vector: DeepImmutable<Vector3>, ref: Spherical): Spherical {\r\n ref.radius = vector.length();\r\n ref.theta = Math.acos(vector.y / ref.radius);\r\n ref.phi = Math.atan2(vector.z, vector.x);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Gets a Spherical from a Vector3\r\n * @param vector defines the vector in (x, y, z) coordinate space\r\n * @returns a new Spherical\r\n */\r\n public static FromVector3(vector: DeepImmutable<Vector3>): Spherical {\r\n const spherical = new Spherical(0, 0, 0);\r\n Spherical.FromVector3ToRef(vector, spherical);\r\n return spherical;\r\n }\r\n\r\n /**\r\n * Converts an array of floats to a spherical\r\n * @param array the array to convert\r\n * @returns the converted spherical\r\n */\r\n public static FromArray(array: number[]) {\r\n return new Spherical(array[0], array[1], array[2]);\r\n }\r\n}\r\n"]}
@@ -200,14 +200,14 @@ export declare class Scalar {
200
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  /**
201
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  * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
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  * @param angle The angle to normalize in radian.
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- * @return The converted angle.
203
+ * @returns The converted angle.
204
204
  */
205
205
  static NormalizeRadians(angle: number): number;
206
206
  /**
207
207
  * Returns the highest common factor of two integers.
208
208
  * @param a first parameter
209
209
  * @param b second parameter
210
- * @return HCF of a and b
210
+ * @returns HCF of a and b
211
211
  */
212
212
  static HCF(a: number, b: number): number;
213
213
  }
@@ -315,7 +315,7 @@ export class Scalar {
315
315
  /**
316
316
  * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
317
317
  * @param angle The angle to normalize in radian.
318
- * @return The converted angle.
318
+ * @returns The converted angle.
319
319
  */
320
320
  static NormalizeRadians(angle) {
321
321
  // More precise but slower version kept for reference.
@@ -331,7 +331,7 @@ export class Scalar {
331
331
  * Returns the highest common factor of two integers.
332
332
  * @param a first parameter
333
333
  * @param b second parameter
334
- * @return HCF of a and b
334
+ * @returns HCF of a and b
335
335
  */
336
336
  static HCF(a, b) {
337
337
  const r = a % b;
@@ -1 +1 @@
1
- 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* Scalar computation library\r\n */\r\nexport class Scalar {\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n public static TwoPi: number = Math.PI * 2;\r\n\r\n /**\r\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n public static WithinEpsilon(a: number, b: number, epsilon: number = 1.401298e-45): boolean {\r\n return Math.abs(a - b) <= epsilon;\r\n }\r\n\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n public static ToHex(i: number): string {\r\n const str = i.toString(16);\r\n\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n\r\n return str.toUpperCase();\r\n }\r\n\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n public static Sign(value: number): number {\r\n value = +value; // convert to a number\r\n\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n\r\n return value > 0 ? 1 : -1;\r\n }\r\n\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n public static Clamp(value: number, min = 0, max = 1): number {\r\n return Math.min(max, Math.max(min, value));\r\n }\r\n\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n public static Log2(value: number): number {\r\n return Math.log(value) * Math.LOG2E;\r\n }\r\n\r\n /**\r\n * the floor part of a log2 value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n public static ILog2(value: number): number {\r\n if (Math.log2) {\r\n return Math.floor(Math.log2(value));\r\n }\r\n\r\n if (value < 0) {\r\n return NaN;\r\n } else if (value === 0) {\r\n return -Infinity;\r\n }\r\n\r\n let n = 0;\r\n if (value < 1) {\r\n while (value < 1) {\r\n n++;\r\n value = value * 2;\r\n }\r\n n = -n;\r\n } else if (value > 1) {\r\n while (value > 1) {\r\n n++;\r\n value = Math.floor(value / 2);\r\n }\r\n }\r\n\r\n return n;\r\n }\r\n\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n public static Repeat(value: number, length: number): number {\r\n return value - Math.floor(value / length) * length;\r\n }\r\n\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n public static Normalize(value: number, min: number, max: number): number {\r\n return (value - min) / (max - min);\r\n }\r\n\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n public static Denormalize(normalized: number, min: number, max: number): number {\r\n return normalized * (max - min) + min;\r\n }\r\n\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n public static DeltaAngle(current: number, target: number): number {\r\n let num: number = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n }\r\n\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n public static PingPong(tx: number, length: number): number {\r\n const t: number = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n }\r\n\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n public static SmoothStep(from: number, to: number, tx: number): number {\r\n let t: number = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n }\r\n\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n public static MoveTowards(current: number, target: number, maxDelta: number): number {\r\n let result: number = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n } else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n public static MoveTowardsAngle(current: number, target: number, maxDelta: number): number {\r\n const num: number = Scalar.DeltaAngle(current, target);\r\n let result: number = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n } else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static Lerp(start: number, end: number, amount: number): number {\r\n return start + (end - start) * amount;\r\n }\r\n\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static LerpAngle(start: number, end: number, amount: number): number {\r\n let num: number = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n }\r\n\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n public static InverseLerp(a: number, b: number, value: number): number {\r\n let result: number = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n } else {\r\n result = 0.0;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns hermite result\r\n */\r\n public static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number {\r\n const squared = amount * amount;\r\n const cubed = amount * squared;\r\n const part1 = 2.0 * cubed - 3.0 * squared + 1.0;\r\n const part2 = -2.0 * cubed + 3.0 * squared;\r\n const part3 = cubed - 2.0 * squared + amount;\r\n const part4 = cubed - squared;\r\n\r\n return value1 * part1 + value2 * part2 + tangent1 * part3 + tangent2 * part4;\r\n }\r\n\r\n /**\r\n * Returns a new scalar which is the 1st derivative of the Hermite spline defined by the scalars \"value1\", \"value2\", \"tangent1\", \"tangent2\".\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent\r\n * @param time define where the derivative must be done\r\n * @returns 1st derivative\r\n */\r\n public static Hermite1stDerivative(value1: number, tangent1: number, value2: number, tangent2: number, time: number): number {\r\n const t2 = time * time;\r\n return (t2 - time) * 6 * value1 + (3 * t2 - 4 * time + 1) * tangent1 + (-t2 + time) * 6 * value2 + (3 * t2 - 2 * time) * tangent2;\r\n }\r\n\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n public static RandomRange(min: number, max: number): number {\r\n if (min === max) {\r\n return min;\r\n }\r\n return Math.random() * (max - min) + min;\r\n }\r\n\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n public static RangeToPercent(number: number, min: number, max: number): number {\r\n return (number - min) / (max - min);\r\n }\r\n\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n public static PercentToRange(percent: number, min: number, max: number): number {\r\n return (max - min) * percent + min;\r\n }\r\n\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @return The converted angle.\r\n */\r\n public static NormalizeRadians(angle: number): number {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n\r\n angle -= Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi);\r\n\r\n return angle;\r\n }\r\n\r\n /**\r\n * Returns the highest common factor of two integers.\r\n * @param a first parameter\r\n * @param b second parameter\r\n * @return HCF of a and b\r\n */\r\n public static HCF(a: number, b: number): number {\r\n const r: number = a % b;\r\n if (r === 0) {\r\n return b;\r\n }\r\n return Scalar.HCF(b, r);\r\n }\r\n}\r\n"]}
1
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* Scalar computation library\r\n */\r\nexport class Scalar {\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n public static TwoPi: number = Math.PI * 2;\r\n\r\n /**\r\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n public static WithinEpsilon(a: number, b: number, epsilon: number = 1.401298e-45): boolean {\r\n return Math.abs(a - b) <= epsilon;\r\n }\r\n\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n public static ToHex(i: number): string {\r\n const str = i.toString(16);\r\n\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n\r\n return str.toUpperCase();\r\n }\r\n\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n public static Sign(value: number): number {\r\n value = +value; // convert to a number\r\n\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n\r\n return value > 0 ? 1 : -1;\r\n }\r\n\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n public static Clamp(value: number, min = 0, max = 1): number {\r\n return Math.min(max, Math.max(min, value));\r\n }\r\n\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n public static Log2(value: number): number {\r\n return Math.log(value) * Math.LOG2E;\r\n }\r\n\r\n /**\r\n * the floor part of a log2 value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n public static ILog2(value: number): number {\r\n if (Math.log2) {\r\n return Math.floor(Math.log2(value));\r\n }\r\n\r\n if (value < 0) {\r\n return NaN;\r\n } else if (value === 0) {\r\n return -Infinity;\r\n }\r\n\r\n let n = 0;\r\n if (value < 1) {\r\n while (value < 1) {\r\n n++;\r\n value = value * 2;\r\n }\r\n n = -n;\r\n } else if (value > 1) {\r\n while (value > 1) {\r\n n++;\r\n value = Math.floor(value / 2);\r\n }\r\n }\r\n\r\n return n;\r\n }\r\n\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n public static Repeat(value: number, length: number): number {\r\n return value - Math.floor(value / length) * length;\r\n }\r\n\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n public static Normalize(value: number, min: number, max: number): number {\r\n return (value - min) / (max - min);\r\n }\r\n\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n public static Denormalize(normalized: number, min: number, max: number): number {\r\n return normalized * (max - min) + min;\r\n }\r\n\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n public static DeltaAngle(current: number, target: number): number {\r\n let num: number = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n }\r\n\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n public static PingPong(tx: number, length: number): number {\r\n const t: number = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n }\r\n\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n public static SmoothStep(from: number, to: number, tx: number): number {\r\n let t: number = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n }\r\n\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n public static MoveTowards(current: number, target: number, maxDelta: number): number {\r\n let result: number = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n } else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n public static MoveTowardsAngle(current: number, target: number, maxDelta: number): number {\r\n const num: number = Scalar.DeltaAngle(current, target);\r\n let result: number = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n } else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static Lerp(start: number, end: number, amount: number): number {\r\n return start + (end - start) * amount;\r\n }\r\n\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static LerpAngle(start: number, end: number, amount: number): number {\r\n let num: number = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n }\r\n\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n public static InverseLerp(a: number, b: number, value: number): number {\r\n let result: number = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n } else {\r\n result = 0.0;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns hermite result\r\n */\r\n public static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number {\r\n const squared = amount * amount;\r\n const cubed = amount * squared;\r\n const part1 = 2.0 * cubed - 3.0 * squared + 1.0;\r\n const part2 = -2.0 * cubed + 3.0 * squared;\r\n const part3 = cubed - 2.0 * squared + amount;\r\n const part4 = cubed - squared;\r\n\r\n return value1 * part1 + value2 * part2 + tangent1 * part3 + tangent2 * part4;\r\n }\r\n\r\n /**\r\n * Returns a new scalar which is the 1st derivative of the Hermite spline defined by the scalars \"value1\", \"value2\", \"tangent1\", \"tangent2\".\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent\r\n * @param time define where the derivative must be done\r\n * @returns 1st derivative\r\n */\r\n public static Hermite1stDerivative(value1: number, tangent1: number, value2: number, tangent2: number, time: number): number {\r\n const t2 = time * time;\r\n return (t2 - time) * 6 * value1 + (3 * t2 - 4 * time + 1) * tangent1 + (-t2 + time) * 6 * value2 + (3 * t2 - 2 * time) * tangent2;\r\n }\r\n\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n public static RandomRange(min: number, max: number): number {\r\n if (min === max) {\r\n return min;\r\n }\r\n return Math.random() * (max - min) + min;\r\n }\r\n\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n public static RangeToPercent(number: number, min: number, max: number): number {\r\n return (number - min) / (max - min);\r\n }\r\n\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n public static PercentToRange(percent: number, min: number, max: number): number {\r\n return (max - min) * percent + min;\r\n }\r\n\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @returns The converted angle.\r\n */\r\n public static NormalizeRadians(angle: number): number {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n\r\n angle -= Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi);\r\n\r\n return angle;\r\n }\r\n\r\n /**\r\n * Returns the highest common factor of two integers.\r\n * @param a first parameter\r\n * @param b second parameter\r\n * @returns HCF of a and b\r\n */\r\n public static HCF(a: number, b: number): number {\r\n const r: number = a % b;\r\n if (r === 0) {\r\n return b;\r\n }\r\n return Scalar.HCF(b, r);\r\n }\r\n}\r\n"]}
@@ -454,13 +454,13 @@ export declare class Vector3 {
454
454
  private static _RightReadOnly;
455
455
  private static _LeftReadOnly;
456
456
  private static _ZeroReadOnly;
457
- /** @hidden */
457
+ /** @internal */
458
458
  _x: number;
459
- /** @hidden */
459
+ /** @internal */
460
460
  _y: number;
461
- /** @hidden */
461
+ /** @internal */
462
462
  _z: number;
463
- /** @hidden */
463
+ /** @internal */
464
464
  _isDirty: boolean;
465
465
  /** Gets or sets the x coordinate */
466
466
  get x(): number;
@@ -941,19 +941,20 @@ export declare class Vector3 {
941
941
  /**
942
942
  * Get angle between two vectors
943
943
  * Example Playground https://playground.babylonjs.com/#R1F8YU#86
944
- * @param vector0 angle between vector0 and vector1
945
- * @param vector1 angle between vector0 and vector1
944
+ * @param vector0 the starting point
945
+ * @param vector1 the ending point
946
946
  * @param normal direction of the normal
947
- * @return the angle between vector0 and vector1
947
+ * @returns the angle between vector0 and vector1
948
948
  */
949
949
  static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
950
950
  /**
951
951
  * Get angle between two vectors projected on a plane
952
952
  * Example Playground https://playground.babylonjs.com/#R1F8YU#87
953
+ * Expectation compute time: 0.01 ms (median) and 0.02 ms (percentile 95%)
953
954
  * @param vector0 angle between vector0 and vector1
954
955
  * @param vector1 angle between vector0 and vector1
955
956
  * @param normal Normal of the projection plane
956
- * @returns the angle between vector0 and vector1 projected on the plane with the specified normal
957
+ * @returns the angle in radians (float) between vector0 and vector1 projected on the plane with the specified normal
957
958
  */
958
959
  static GetAngleBetweenVectorsOnPlane(vector0: Vector3, vector1: Vector3, normal: Vector3): number;
959
960
  /**
@@ -1307,10 +1308,7 @@ export declare class Vector3 {
1307
1308
  */
1308
1309
  static ProjectToRef(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>, result: DeepImmutable<Vector3>): Vector3;
1309
1310
  /**
1310
- * @param source
1311
- * @param matrix
1312
- * @param result
1313
- * @hidden
1311
+ * @internal
1314
1312
  */
1315
1313
  static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
1316
1314
  /**
@@ -1833,21 +1831,21 @@ export declare class Vector4 {
1833
1831
  * Returns the distance (float) between the vectors "value1" and "value2".
1834
1832
  * @param value1 value to calulate the distance between
1835
1833
  * @param value2 value to calulate the distance between
1836
- * @return the distance between the two vectors
1834
+ * @returns the distance between the two vectors
1837
1835
  */
1838
1836
  static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
1839
1837
  /**
1840
1838
  * Returns the squared distance (float) between the vectors "value1" and "value2".
1841
1839
  * @param value1 value to calulate the distance between
1842
1840
  * @param value2 value to calulate the distance between
1843
- * @return the distance between the two vectors squared
1841
+ * @returns the distance between the two vectors squared
1844
1842
  */
1845
1843
  static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
1846
1844
  /**
1847
1845
  * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
1848
1846
  * @param value1 value to calulate the center between
1849
1847
  * @param value2 value to calulate the center between
1850
- * @return the center between the two vectors
1848
+ * @returns the center between the two vectors
1851
1849
  */
1852
1850
  static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
1853
1851
  /**
@@ -1928,15 +1926,15 @@ export declare class Vector4 {
1928
1926
  * @see https://doc.babylonjs.com/features/position,_rotation,_scaling
1929
1927
  */
1930
1928
  export declare class Quaternion {
1931
- /** @hidden */
1929
+ /** @internal */
1932
1930
  _x: number;
1933
- /** @hidden */
1931
+ /** @internal */
1934
1932
  _y: number;
1935
- /** @hidden */
1933
+ /** @internal */
1936
1934
  _z: number;
1937
- /** @hidden */
1935
+ /** @internal */
1938
1936
  _w: number;
1939
- /** @hidden */
1937
+ /** @internal */
1940
1938
  _isDirty: boolean;
1941
1939
  /** Gets or sets the x coordinate */
1942
1940
  get x(): number;
@@ -1988,7 +1986,7 @@ export declare class Quaternion {
1988
1986
  /**
1989
1987
  * Check if two quaternions are equals
1990
1988
  * @param otherQuaternion defines the second operand
1991
- * @return true if the current quaternion and the given one coordinates are strictly equals
1989
+ * @returns true if the current quaternion and the given one coordinates are strictly equals
1992
1990
  */
1993
1991
  equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
1994
1992
  /**
@@ -2829,7 +2827,7 @@ export declare class Matrix {
2829
2827
  /**
2830
2828
  * Creates a new rotation matrix for "angle" radians around the X axis
2831
2829
  * @param angle defines the angle (in radians) to use
2832
- * @return the new matrix
2830
+ * @returns the new matrix
2833
2831
  */
2834
2832
  static RotationX(angle: number): Matrix;
2835
2833
  /**
@@ -2847,7 +2845,7 @@ export declare class Matrix {
2847
2845
  /**
2848
2846
  * Creates a new rotation matrix for "angle" radians around the Y axis
2849
2847
  * @param angle defines the angle (in radians) to use
2850
- * @return the new matrix
2848
+ * @returns the new matrix
2851
2849
  */
2852
2850
  static RotationY(angle: number): Matrix;
2853
2851
  /**
@@ -2859,7 +2857,7 @@ export declare class Matrix {
2859
2857
  /**
2860
2858
  * Creates a new rotation matrix for "angle" radians around the Z axis
2861
2859
  * @param angle defines the angle (in radians) to use
2862
- * @return the new matrix
2860
+ * @returns the new matrix
2863
2861
  */
2864
2862
  static RotationZ(angle: number): Matrix;
2865
2863
  /**
@@ -2872,7 +2870,7 @@ export declare class Matrix {
2872
2870
  * Creates a new rotation matrix for "angle" radians around the given axis
2873
2871
  * @param axis defines the axis to use
2874
2872
  * @param angle defines the angle (in radians) to use
2875
- * @return the new matrix
2873
+ * @returns the new matrix
2876
2874
  */
2877
2875
  static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
2878
2876
  /**
@@ -3280,7 +3278,7 @@ export declare class Matrix {
3280
3278
  static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
3281
3279
  }
3282
3280
  /**
3283
- * @hidden
3281
+ * @internal
3284
3282
  */
3285
3283
  export declare class TmpVectors {
3286
3284
  static Vector2: [Vector2, Vector2, Vector2];
@@ -694,7 +694,7 @@ export class Vector3 {
694
694
  * @param z defines the third coordinates (on Z axis)
695
695
  */
696
696
  constructor(x = 0, y = 0, z = 0) {
697
- /** @hidden */
697
+ /** @internal */
698
698
  this._isDirty = true;
699
699
  this._x = x;
700
700
  this._y = y;
@@ -1439,10 +1439,10 @@ export class Vector3 {
1439
1439
  /**
1440
1440
  * Get angle between two vectors
1441
1441
  * Example Playground https://playground.babylonjs.com/#R1F8YU#86
1442
- * @param vector0 angle between vector0 and vector1
1443
- * @param vector1 angle between vector0 and vector1
1442
+ * @param vector0 the starting point
1443
+ * @param vector1 the ending point
1444
1444
  * @param normal direction of the normal
1445
- * @return the angle between vector0 and vector1
1445
+ * @returns the angle between vector0 and vector1
1446
1446
  */
1447
1447
  static GetAngleBetweenVectors(vector0, vector1, normal) {
1448
1448
  const v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
@@ -1461,10 +1461,11 @@ export class Vector3 {
1461
1461
  /**
1462
1462
  * Get angle between two vectors projected on a plane
1463
1463
  * Example Playground https://playground.babylonjs.com/#R1F8YU#87
1464
+ * Expectation compute time: 0.01 ms (median) and 0.02 ms (percentile 95%)
1464
1465
  * @param vector0 angle between vector0 and vector1
1465
1466
  * @param vector1 angle between vector0 and vector1
1466
1467
  * @param normal Normal of the projection plane
1467
- * @returns the angle between vector0 and vector1 projected on the plane with the specified normal
1468
+ * @returns the angle in radians (float) between vector0 and vector1 projected on the plane with the specified normal
1468
1469
  */
1469
1470
  static GetAngleBetweenVectorsOnPlane(vector0, vector1, normal) {
1470
1471
  MathTmp.Vector3[0].copyFrom(vector0);
@@ -2030,10 +2031,7 @@ export class Vector3 {
2030
2031
  return result;
2031
2032
  }
2032
2033
  /**
2033
- * @param source
2034
- * @param matrix
2035
- * @param result
2036
- * @hidden
2034
+ * @internal
2037
2035
  */
2038
2036
  static _UnprojectFromInvertedMatrixToRef(source, matrix, result) {
2039
2037
  Vector3.TransformCoordinatesToRef(source, matrix, result);
@@ -2979,7 +2977,7 @@ export class Vector4 {
2979
2977
  * Returns the distance (float) between the vectors "value1" and "value2".
2980
2978
  * @param value1 value to calulate the distance between
2981
2979
  * @param value2 value to calulate the distance between
2982
- * @return the distance between the two vectors
2980
+ * @returns the distance between the two vectors
2983
2981
  */
2984
2982
  static Distance(value1, value2) {
2985
2983
  return Math.sqrt(Vector4.DistanceSquared(value1, value2));
@@ -2988,7 +2986,7 @@ export class Vector4 {
2988
2986
  * Returns the squared distance (float) between the vectors "value1" and "value2".
2989
2987
  * @param value1 value to calulate the distance between
2990
2988
  * @param value2 value to calulate the distance between
2991
- * @return the distance between the two vectors squared
2989
+ * @returns the distance between the two vectors squared
2992
2990
  */
2993
2991
  static DistanceSquared(value1, value2) {
2994
2992
  const x = value1.x - value2.x;
@@ -3001,7 +2999,7 @@ export class Vector4 {
3001
2999
  * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
3002
3000
  * @param value1 value to calulate the center between
3003
3001
  * @param value2 value to calulate the center between
3004
- * @return the center between the two vectors
3002
+ * @returns the center between the two vectors
3005
3003
  */
3006
3004
  static Center(value1, value2) {
3007
3005
  return Vector4.CenterToRef(value1, value2, Vector4.Zero());
@@ -3132,7 +3130,7 @@ export class Quaternion {
3132
3130
  * @param w defines the fourth component (1.0 by default)
3133
3131
  */
3134
3132
  constructor(x = 0.0, y = 0.0, z = 0.0, w = 1.0) {
3135
- /** @hidden */
3133
+ /** @internal */
3136
3134
  this._isDirty = true;
3137
3135
  this._x = x;
3138
3136
  this._y = y;
@@ -3223,7 +3221,7 @@ export class Quaternion {
3223
3221
  /**
3224
3222
  * Check if two quaternions are equals
3225
3223
  * @param otherQuaternion defines the second operand
3226
- * @return true if the current quaternion and the given one coordinates are strictly equals
3224
+ * @returns true if the current quaternion and the given one coordinates are strictly equals
3227
3225
  */
3228
3226
  equals(otherQuaternion) {
3229
3227
  return otherQuaternion && this._x === otherQuaternion._x && this._y === otherQuaternion._y && this._z === otherQuaternion._z && this._w === otherQuaternion._w;
@@ -4991,7 +4989,7 @@ export class Matrix {
4991
4989
  /**
4992
4990
  * Creates a new rotation matrix for "angle" radians around the X axis
4993
4991
  * @param angle defines the angle (in radians) to use
4994
- * @return the new matrix
4992
+ * @returns the new matrix
4995
4993
  */
4996
4994
  static RotationX(angle) {
4997
4995
  const result = new Matrix();
@@ -5022,7 +5020,7 @@ export class Matrix {
5022
5020
  /**
5023
5021
  * Creates a new rotation matrix for "angle" radians around the Y axis
5024
5022
  * @param angle defines the angle (in radians) to use
5025
- * @return the new matrix
5023
+ * @returns the new matrix
5026
5024
  */
5027
5025
  static RotationY(angle) {
5028
5026
  const result = new Matrix();
@@ -5043,7 +5041,7 @@ export class Matrix {
5043
5041
  /**
5044
5042
  * Creates a new rotation matrix for "angle" radians around the Z axis
5045
5043
  * @param angle defines the angle (in radians) to use
5046
- * @return the new matrix
5044
+ * @returns the new matrix
5047
5045
  */
5048
5046
  static RotationZ(angle) {
5049
5047
  const result = new Matrix();
@@ -5065,7 +5063,7 @@ export class Matrix {
5065
5063
  * Creates a new rotation matrix for "angle" radians around the given axis
5066
5064
  * @param axis defines the axis to use
5067
5065
  * @param angle defines the angle (in radians) to use
5068
- * @return the new matrix
5066
+ * @returns the new matrix
5069
5067
  */
5070
5068
  static RotationAxis(axis, angle) {
5071
5069
  const result = new Matrix();
@@ -5894,7 +5892,7 @@ export class Matrix {
5894
5892
  Matrix._UpdateFlagSeed = 0;
5895
5893
  Matrix._IdentityReadOnly = Matrix.Identity();
5896
5894
  /**
5897
- * @hidden
5895
+ * @internal
5898
5896
  * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
5899
5897
  */
5900
5898
  class MathTmp {
@@ -5903,7 +5901,7 @@ MathTmp.Vector3 = ArrayTools.BuildTuple(11, Vector3.Zero);
5903
5901
  MathTmp.Matrix = ArrayTools.BuildTuple(2, Matrix.Identity);
5904
5902
  MathTmp.Quaternion = ArrayTools.BuildTuple(3, Quaternion.Zero);
5905
5903
  /**
5906
- * @hidden
5904
+ * @internal
5907
5905
  */
5908
5906
  export class TmpVectors {
5909
5907
  }