@babylonjs/core 5.24.0 → 5.26.0

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 (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -67,15 +67,15 @@ export declare class SolidParticle {
67
67
  isVisible: boolean;
68
68
  /**
69
69
  * Index of this particle in the global "positions" array (Internal use)
70
- * @hidden
70
+ * @internal
71
71
  */
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  _pos: number;
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73
  /**
74
- * @hidden Index of this particle in the global "indices" array (Internal use)
74
+ * @internal Index of this particle in the global "indices" array (Internal use)
75
75
  */
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  _ind: number;
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77
  /**
78
- * @hidden ModelShape of this particle (Internal use)
78
+ * @internal ModelShape of this particle (Internal use)
79
79
  */
80
80
  _model: ModelShape;
81
81
  /**
@@ -87,20 +87,20 @@ export declare class SolidParticle {
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87
  */
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88
  idxInShape: number;
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89
  /**
90
- * @hidden Reference to the shape model BoundingInfo object (Internal use)
90
+ * @internal Reference to the shape model BoundingInfo object (Internal use)
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91
  */
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92
  _modelBoundingInfo: BoundingInfo;
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  private _boundingInfo;
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  /**
95
- * @hidden Reference to the SPS what the particle belongs to (Internal use)
95
+ * @internal Reference to the SPS what the particle belongs to (Internal use)
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96
  */
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  _sps: SolidParticleSystem;
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98
  /**
99
- * @hidden Still set as invisible in order to skip useless computations (Internal use)
99
+ * @internal Still set as invisible in order to skip useless computations (Internal use)
100
100
  */
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  _stillInvisible: boolean;
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  /**
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- * @hidden Last computed particle rotation matrix
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+ * @internal Last computed particle rotation matrix
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104
  */
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  _rotationMatrix: number[];
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  /**
@@ -128,7 +128,7 @@ export declare class SolidParticle {
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  * */
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  cullingStrategy: number;
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  /**
131
- * @hidden Internal global position in the SPS.
131
+ * @internal Internal global position in the SPS.
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132
  */
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133
  _globalPosition: Vector3;
134
134
  /**
@@ -193,8 +193,7 @@ export declare class SolidParticle {
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193
  isInFrustum(frustumPlanes: Plane[]): boolean;
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  /**
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  * get the rotation matrix of the particle
196
- * @param m
197
- * @hidden
196
+ * @internal
198
197
  */
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198
  getRotationMatrix(m: Matrix): void;
200
199
  }
@@ -211,73 +210,64 @@ export declare class ModelShape {
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  set shapeID(shapeID: number);
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  /**
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  * The shape id
214
- * @hidden
213
+ * @internal
215
214
  */
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  shapeId: number;
217
216
  /**
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217
  * flat array of model positions (internal use)
219
- * @hidden
218
+ * @internal
220
219
  */
221
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  _shape: Vector3[];
222
221
  /**
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222
  * flat array of model UVs (internal use)
224
- * @hidden
223
+ * @internal
225
224
  */
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225
  _shapeUV: number[];
227
226
  /**
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  * color array of the model
229
- * @hidden
228
+ * @internal
230
229
  */
231
230
  _shapeColors: number[];
232
231
  /**
233
232
  * indices array of the model
234
- * @hidden
233
+ * @internal
235
234
  */
236
235
  _indices: number[];
237
236
  /**
238
237
  * normals array of the model
239
- * @hidden
238
+ * @internal
240
239
  */
241
240
  _normals: number[];
242
241
  /**
243
242
  * length of the shape in the model indices array (internal use)
244
- * @hidden
243
+ * @internal
245
244
  */
246
245
  _indicesLength: number;
247
246
  /**
248
247
  * Custom position function (internal use)
249
- * @hidden
248
+ * @internal
250
249
  */
251
250
  _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
252
251
  /**
253
252
  * Custom vertex function (internal use)
254
- * @hidden
253
+ * @internal
255
254
  */
256
255
  _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
257
256
  /**
258
257
  * Model material (internal use)
259
- * @hidden
258
+ * @internal
260
259
  */
261
260
  _material: Nullable<Material>;
262
261
  /**
263
262
  * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
264
263
  * SPS internal tool, don't use it manually.
265
- * @param id
266
- * @param shape
267
- * @param indices
268
- * @param normals
269
- * @param colors
270
- * @param shapeUV
271
- * @param posFunction
272
- * @param vtxFunction
273
- * @param material
274
- * @hidden
264
+ * @internal
275
265
  */
276
266
  constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>, material: Nullable<Material>);
277
267
  }
278
268
  /**
279
269
  * Represents a Depth Sorted Particle in the solid particle system.
280
- * @hidden
270
+ * @internal
281
271
  */
282
272
  export declare class DepthSortedParticle {
283
273
  /**
@@ -74,11 +74,11 @@ export class SolidParticle {
74
74
  this.isVisible = true;
75
75
  /**
76
76
  * Index of this particle in the global "positions" array (Internal use)
77
- * @hidden
77
+ * @internal
78
78
  */
79
79
  this._pos = 0;
80
80
  /**
81
- * @hidden Index of this particle in the global "indices" array (Internal use)
81
+ * @internal Index of this particle in the global "indices" array (Internal use)
82
82
  */
83
83
  this._ind = 0;
84
84
  /**
@@ -90,11 +90,11 @@ export class SolidParticle {
90
90
  */
91
91
  this.idxInShape = 0;
92
92
  /**
93
- * @hidden Still set as invisible in order to skip useless computations (Internal use)
93
+ * @internal Still set as invisible in order to skip useless computations (Internal use)
94
94
  */
95
95
  this._stillInvisible = false;
96
96
  /**
97
- * @hidden Last computed particle rotation matrix
97
+ * @internal Last computed particle rotation matrix
98
98
  */
99
99
  this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
100
100
  /**
@@ -122,7 +122,7 @@ export class SolidParticle {
122
122
  * */
123
123
  this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
124
124
  /**
125
- * @hidden Internal global position in the SPS.
125
+ * @internal Internal global position in the SPS.
126
126
  */
127
127
  this._globalPosition = Vector3.Zero();
128
128
  this.idx = particleIndex;
@@ -242,8 +242,7 @@ export class SolidParticle {
242
242
  }
243
243
  /**
244
244
  * get the rotation matrix of the particle
245
- * @param m
246
- * @hidden
245
+ * @internal
247
246
  */
248
247
  getRotationMatrix(m) {
249
248
  let quaternion;
@@ -266,21 +265,12 @@ export class ModelShape {
266
265
  /**
267
266
  * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
268
267
  * SPS internal tool, don't use it manually.
269
- * @param id
270
- * @param shape
271
- * @param indices
272
- * @param normals
273
- * @param colors
274
- * @param shapeUV
275
- * @param posFunction
276
- * @param vtxFunction
277
- * @param material
278
- * @hidden
268
+ * @internal
279
269
  */
280
270
  constructor(id, shape, indices, normals, colors, shapeUV, posFunction, vtxFunction, material) {
281
271
  /**
282
272
  * length of the shape in the model indices array (internal use)
283
- * @hidden
273
+ * @internal
284
274
  */
285
275
  this._indicesLength = 0;
286
276
  this.shapeId = id;
@@ -307,7 +297,7 @@ export class ModelShape {
307
297
  }
308
298
  /**
309
299
  * Represents a Depth Sorted Particle in the solid particle system.
310
- * @hidden
300
+ * @internal
311
301
  */
312
302
  export class DepthSortedParticle {
313
303
  /**
@@ -1 +1 @@
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type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Quaternion, Vector4, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport type { SolidParticleSystem } from \"./solidParticleSystem\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport type { Material } from \"../Materials/material\";\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nexport class SolidParticle {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * particle identifier\r\n */\r\n public id: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable<Color4> = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scaling of the particle.\r\n */\r\n public scaling: Vector3 = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n public alive: boolean = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n public isVisible: boolean = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * @hidden ModelShape of this particle (Internal use)\r\n */\r\n public _model: ModelShape;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n public shapeId: number = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n public idxInShape: number = 0;\r\n /**\r\n * @hidden Reference to the shape model BoundingInfo object (Internal use)\r\n */\r\n public _modelBoundingInfo: BoundingInfo;\r\n private _boundingInfo: BoundingInfo;\r\n /**\r\n * @hidden Reference to the SPS what the particle belongs to (Internal use)\r\n */\r\n public _sps: SolidParticleSystem;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n public materialIndex: Nullable<number> = null;\r\n /**\r\n * Custom object or properties.\r\n */\r\n public props: Nullable<any> = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * @hidden Internal global position in the SPS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Particle BoundingInfo object\r\n * @returns a BoundingInfo\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Returns true if there is already a bounding info\r\n */\r\n public get hasBoundingInfo(): boolean {\r\n return this._boundingInfo !== null;\r\n }\r\n\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n constructor(\r\n particleIndex: number,\r\n particleId: number,\r\n positionIndex: number,\r\n indiceIndex: number,\r\n model: Nullable<ModelShape>,\r\n shapeId: number,\r\n idxInShape: number,\r\n sps: SolidParticleSystem,\r\n modelBoundingInfo: Nullable<BoundingInfo> = null,\r\n materialIndex: Nullable<number> = null\r\n ) {\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = <ModelShape>model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n public copyToRef(target: SolidParticle): SolidParticle {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion!.copyFrom(this.rotationQuaternion!);\r\n } else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color!.copyFrom(this.color!);\r\n } else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public get scale(): Vector3 {\r\n return this.scaling;\r\n }\r\n\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public set scale(scale: Vector3) {\r\n this.scaling = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh | SolidParticle): boolean {\r\n if (!this._boundingInfo || !target.hasBoundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target.getBoundingInfo().boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target.getBoundingInfo(), false);\r\n }\r\n\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @param m\r\n * @hidden\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nexport class ModelShape {\r\n /**\r\n * Get or set the shapeId\r\n * @deprecated Please use shapeId instead\r\n */\r\n public get shapeID(): number {\r\n return this.shapeId;\r\n }\r\n public set shapeID(shapeID: number) {\r\n this.shapeId = shapeID;\r\n }\r\n /**\r\n * The shape id\r\n * @hidden\r\n */\r\n public shapeId: number;\r\n /**\r\n * flat array of model positions (internal use)\r\n * @hidden\r\n */\r\n public _shape: Vector3[];\r\n /**\r\n * flat array of model UVs (internal use)\r\n * @hidden\r\n */\r\n public _shapeUV: number[];\r\n /**\r\n * color array of the model\r\n * @hidden\r\n */\r\n public _shapeColors: number[];\r\n /**\r\n * indices array of the model\r\n * @hidden\r\n */\r\n public _indices: number[];\r\n /**\r\n * normals array of the model\r\n * @hidden\r\n */\r\n public _normals: number[];\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @hidden\r\n */\r\n public _indicesLength: number = 0;\r\n /**\r\n * Custom position function (internal use)\r\n * @hidden\r\n */\r\n public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;\r\n /**\r\n * Custom vertex function (internal use)\r\n * @hidden\r\n */\r\n public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;\r\n /**\r\n * Model material (internal use)\r\n * @hidden\r\n */\r\n public _material: Nullable<Material>;\r\n\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @param id\r\n * @param shape\r\n * @param indices\r\n * @param normals\r\n * @param colors\r\n * @param shapeUV\r\n * @param posFunction\r\n * @param vtxFunction\r\n * @param material\r\n * @hidden\r\n */\r\n constructor(\r\n id: number,\r\n shape: Vector3[],\r\n indices: number[],\r\n normals: number[],\r\n colors: number[],\r\n shapeUV: number[],\r\n posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>,\r\n vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>,\r\n material: Nullable<Material>\r\n ) {\r\n this.shapeId = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @hidden\r\n */\r\nexport class DepthSortedParticle {\r\n /**\r\n * Particle index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n public ind: number = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n public indicesLength: number = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n public sqDistance: number = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n public materialIndex: number = 0;\r\n\r\n /**\r\n * Creates a new sorted particle\r\n * @param idx\r\n * @param ind\r\n * @param indLength\r\n * @param materialIndex\r\n */\r\n constructor(idx: number, ind: number, indLength: number, materialIndex: number) {\r\n this.idx = idx;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a solid particle vertex\r\n */\r\nexport class SolidParticleVertex {\r\n /**\r\n * Vertex position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Vertex color\r\n */\r\n public color: Color4;\r\n /**\r\n * Vertex UV\r\n */\r\n public uv: Vector2;\r\n /**\r\n * Creates a new solid particle vertex\r\n */\r\n constructor() {\r\n this.position = Vector3.Zero();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.uv = Vector2.Zero();\r\n }\r\n // Getters and Setters for back-compatibility\r\n /** Vertex x coordinate */\r\n public get x(): number {\r\n return this.position.x;\r\n }\r\n public set x(val: number) {\r\n this.position.x = val;\r\n }\r\n /** Vertex y coordinate */\r\n public get y(): number {\r\n return this.position.y;\r\n }\r\n public set y(val: number) {\r\n this.position.y = val;\r\n }\r\n /** Vertex z coordinate */\r\n public get z(): number {\r\n return this.position.z;\r\n }\r\n public set z(val: number) {\r\n this.position.z = val;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Quaternion, Vector4, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport type { SolidParticleSystem } from \"./solidParticleSystem\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport type { Material } from \"../Materials/material\";\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nexport class SolidParticle {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * particle identifier\r\n */\r\n public id: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable<Color4> = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scaling of the particle.\r\n */\r\n public scaling: Vector3 = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n public alive: boolean = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n public isVisible: boolean = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @internal\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @internal Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * @internal ModelShape of this particle (Internal use)\r\n */\r\n public _model: ModelShape;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n public shapeId: number = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n public idxInShape: number = 0;\r\n /**\r\n * @internal Reference to the shape model BoundingInfo object (Internal use)\r\n */\r\n public _modelBoundingInfo: BoundingInfo;\r\n private _boundingInfo: BoundingInfo;\r\n /**\r\n * @internal Reference to the SPS what the particle belongs to (Internal use)\r\n */\r\n public _sps: SolidParticleSystem;\r\n /**\r\n * @internal Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @internal Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n public materialIndex: Nullable<number> = null;\r\n /**\r\n * Custom object or properties.\r\n */\r\n public props: Nullable<any> = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * @internal Internal global position in the SPS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Particle BoundingInfo object\r\n * @returns a BoundingInfo\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Returns true if there is already a bounding info\r\n */\r\n public get hasBoundingInfo(): boolean {\r\n return this._boundingInfo !== null;\r\n }\r\n\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n constructor(\r\n particleIndex: number,\r\n particleId: number,\r\n positionIndex: number,\r\n indiceIndex: number,\r\n model: Nullable<ModelShape>,\r\n shapeId: number,\r\n idxInShape: number,\r\n sps: SolidParticleSystem,\r\n modelBoundingInfo: Nullable<BoundingInfo> = null,\r\n materialIndex: Nullable<number> = null\r\n ) {\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = <ModelShape>model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n public copyToRef(target: SolidParticle): SolidParticle {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion!.copyFrom(this.rotationQuaternion!);\r\n } else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color!.copyFrom(this.color!);\r\n } else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public get scale(): Vector3 {\r\n return this.scaling;\r\n }\r\n\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public set scale(scale: Vector3) {\r\n this.scaling = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh | SolidParticle): boolean {\r\n if (!this._boundingInfo || !target.hasBoundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target.getBoundingInfo().boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target.getBoundingInfo(), false);\r\n }\r\n\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @internal\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nexport class ModelShape {\r\n /**\r\n * Get or set the shapeId\r\n * @deprecated Please use shapeId instead\r\n */\r\n public get shapeID(): number {\r\n return this.shapeId;\r\n }\r\n public set shapeID(shapeID: number) {\r\n this.shapeId = shapeID;\r\n }\r\n /**\r\n * The shape id\r\n * @internal\r\n */\r\n public shapeId: number;\r\n /**\r\n * flat array of model positions (internal use)\r\n * @internal\r\n */\r\n public _shape: Vector3[];\r\n /**\r\n * flat array of model UVs (internal use)\r\n * @internal\r\n */\r\n public _shapeUV: number[];\r\n /**\r\n * color array of the model\r\n * @internal\r\n */\r\n public _shapeColors: number[];\r\n /**\r\n * indices array of the model\r\n * @internal\r\n */\r\n public _indices: number[];\r\n /**\r\n * normals array of the model\r\n * @internal\r\n */\r\n public _normals: number[];\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @internal\r\n */\r\n public _indicesLength: number = 0;\r\n /**\r\n * Custom position function (internal use)\r\n * @internal\r\n */\r\n public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;\r\n /**\r\n * Custom vertex function (internal use)\r\n * @internal\r\n */\r\n public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;\r\n /**\r\n * Model material (internal use)\r\n * @internal\r\n */\r\n public _material: Nullable<Material>;\r\n\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @internal\r\n */\r\n constructor(\r\n id: number,\r\n shape: Vector3[],\r\n indices: number[],\r\n normals: number[],\r\n colors: number[],\r\n shapeUV: number[],\r\n posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>,\r\n vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>,\r\n material: Nullable<Material>\r\n ) {\r\n this.shapeId = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @internal\r\n */\r\nexport class DepthSortedParticle {\r\n /**\r\n * Particle index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n public ind: number = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n public indicesLength: number = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n public sqDistance: number = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n public materialIndex: number = 0;\r\n\r\n /**\r\n * Creates a new sorted particle\r\n * @param idx\r\n * @param ind\r\n * @param indLength\r\n * @param materialIndex\r\n */\r\n constructor(idx: number, ind: number, indLength: number, materialIndex: number) {\r\n this.idx = idx;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a solid particle vertex\r\n */\r\nexport class SolidParticleVertex {\r\n /**\r\n * Vertex position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Vertex color\r\n */\r\n public color: Color4;\r\n /**\r\n * Vertex UV\r\n */\r\n public uv: Vector2;\r\n /**\r\n * Creates a new solid particle vertex\r\n */\r\n constructor() {\r\n this.position = Vector3.Zero();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.uv = Vector2.Zero();\r\n }\r\n // Getters and Setters for back-compatibility\r\n /** Vertex x coordinate */\r\n public get x(): number {\r\n return this.position.x;\r\n }\r\n public set x(val: number) {\r\n this.position.x = val;\r\n }\r\n /** Vertex y coordinate */\r\n public get y(): number {\r\n return this.position.y;\r\n }\r\n public set y(val: number) {\r\n this.position.y = val;\r\n }\r\n /** Vertex z coordinate */\r\n public get z(): number {\r\n return this.position.z;\r\n }\r\n public set z(val: number) {\r\n this.position.z = val;\r\n }\r\n}\r\n"]}
@@ -86,12 +86,12 @@ export declare class SolidParticleSystem implements IDisposable {
86
86
  depthSortedParticles: DepthSortedParticle[];
87
87
  /**
88
88
  * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
89
- * @hidden
89
+ * @internal
90
90
  */
91
91
  _bSphereOnly: boolean;
92
92
  /**
93
93
  * A number to multiply the bounding sphere radius by in order to reduce it for instance. (Internal use only)
94
- * @hidden
94
+ * @internal
95
95
  */
96
96
  _bSphereRadiusFactor: number;
97
97
  private _scene;
@@ -214,12 +214,12 @@ export declare class SolidParticleSystem implements IDisposable {
214
214
  }): SolidParticleSystem;
215
215
  /**
216
216
  * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
217
- * @hidden
217
+ * @internal
218
218
  */
219
219
  private _unrotateFixedNormals;
220
220
  /**
221
221
  * Resets the temporary working copy particle
222
- * @hidden
222
+ * @internal
223
223
  */
224
224
  private _resetCopy;
225
225
  /**
@@ -241,21 +241,21 @@ export declare class SolidParticleSystem implements IDisposable {
241
241
  * @param options the addShape() method passed options
242
242
  * @param model
243
243
  * @model the particle model
244
- * @hidden
244
+ * @internal
245
245
  */
246
246
  private _meshBuilder;
247
247
  /**
248
248
  * Returns a shape Vector3 array from positions float array
249
249
  * @param positions float array
250
250
  * @returns a vector3 array
251
- * @hidden
251
+ * @internal
252
252
  */
253
253
  private _posToShape;
254
254
  /**
255
255
  * Returns a shapeUV array from a float uvs (array deep copy)
256
256
  * @param uvs as a float array
257
257
  * @returns a shapeUV array
258
- * @hidden
258
+ * @internal
259
259
  */
260
260
  private _uvsToShapeUV;
261
261
  /**
@@ -269,7 +269,7 @@ export declare class SolidParticleSystem implements IDisposable {
269
269
  * @param idxInShape index of the particle in the current model
270
270
  * @param bInfo model bounding info object
271
271
  * @param storage target storage array, if any
272
- * @hidden
272
+ * @internal
273
273
  */
274
274
  private _addParticle;
275
275
  /**
@@ -292,9 +292,7 @@ export declare class SolidParticleSystem implements IDisposable {
292
292
  }): number;
293
293
  /**
294
294
  * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
295
- * @param particle
296
- * @param reset
297
- * @hidden
295
+ * @internal
298
296
  */
299
297
  private _rebuildParticle;
300
298
  /**
@@ -336,7 +334,7 @@ export declare class SolidParticleSystem implements IDisposable {
336
334
  * @param storage target particle storage
337
335
  * @param options
338
336
  * @options addShape() passed options
339
- * @hidden
337
+ * @internal
340
338
  */
341
339
  private _insertNewParticle;
342
340
  /**
@@ -396,23 +394,23 @@ export declare class SolidParticleSystem implements IDisposable {
396
394
  * Updates the indicesByMaterial array.
397
395
  * Updates the mesh indices array.
398
396
  * @returns the SPS
399
- * @hidden
397
+ * @internal
400
398
  */
401
399
  private _sortParticlesByMaterial;
402
400
  /**
403
401
  * Sets the material indexes by id materialIndexesById[id] = materialIndex
404
- * @hidden
402
+ * @internal
405
403
  */
406
404
  private _setMaterialIndexesById;
407
405
  /**
408
406
  * Returns an array with unique values of Materials from the passed array
409
407
  * @param array the material array to be checked and filtered
410
- * @hidden
408
+ * @internal
411
409
  */
412
410
  private _filterUniqueMaterialId;
413
411
  /**
414
412
  * Sets a new Standard Material as _defaultMaterial if not already set.
415
- * @hidden
413
+ * @internal
416
414
  */
417
415
  private _setDefaultMaterial;
418
416
  /**
@@ -79,12 +79,12 @@ export class SolidParticleSystem {
79
79
  this.vars = {};
80
80
  /**
81
81
  * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
82
- * @hidden
82
+ * @internal
83
83
  */
84
84
  this._bSphereOnly = false;
85
85
  /**
86
86
  * A number to multiply the bounding sphere radius by in order to reduce it for instance. (Internal use only)
87
- * @hidden
87
+ * @internal
88
88
  */
89
89
  this._bSphereRadiusFactor = 1.0;
90
90
  this._positions = new Array();
@@ -363,7 +363,7 @@ export class SolidParticleSystem {
363
363
  }
364
364
  /**
365
365
  * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
366
- * @hidden
366
+ * @internal
367
367
  */
368
368
  _unrotateFixedNormals() {
369
369
  let index = 0;
@@ -395,7 +395,7 @@ export class SolidParticleSystem {
395
395
  }
396
396
  /**
397
397
  * Resets the temporary working copy particle
398
- * @hidden
398
+ * @internal
399
399
  */
400
400
  _resetCopy() {
401
401
  const copy = this._copy;
@@ -428,7 +428,7 @@ export class SolidParticleSystem {
428
428
  * @param options the addShape() method passed options
429
429
  * @param model
430
430
  * @model the particle model
431
- * @hidden
431
+ * @internal
432
432
  */
433
433
  _meshBuilder(p, ind, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options, model) {
434
434
  let i;
@@ -541,7 +541,7 @@ export class SolidParticleSystem {
541
541
  * Returns a shape Vector3 array from positions float array
542
542
  * @param positions float array
543
543
  * @returns a vector3 array
544
- * @hidden
544
+ * @internal
545
545
  */
546
546
  _posToShape(positions) {
547
547
  const shape = [];
@@ -554,7 +554,7 @@ export class SolidParticleSystem {
554
554
  * Returns a shapeUV array from a float uvs (array deep copy)
555
555
  * @param uvs as a float array
556
556
  * @returns a shapeUV array
557
- * @hidden
557
+ * @internal
558
558
  */
559
559
  _uvsToShapeUV(uvs) {
560
560
  const shapeUV = [];
@@ -576,7 +576,7 @@ export class SolidParticleSystem {
576
576
  * @param idxInShape index of the particle in the current model
577
577
  * @param bInfo model bounding info object
578
578
  * @param storage target storage array, if any
579
- * @hidden
579
+ * @internal
580
580
  */
581
581
  _addParticle(idx, id, idxpos, idxind, model, shapeId, idxInShape, bInfo = null, storage = null) {
582
582
  const sp = new SolidParticle(idx, id, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
@@ -631,9 +631,7 @@ export class SolidParticleSystem {
631
631
  }
632
632
  /**
633
633
  * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
634
- * @param particle
635
- * @param reset
636
- * @hidden
634
+ * @internal
637
635
  */
638
636
  _rebuildParticle(particle, reset = false) {
639
637
  this._resetCopy();
@@ -800,7 +798,7 @@ export class SolidParticleSystem {
800
798
  * @param storage target particle storage
801
799
  * @param options
802
800
  * @options addShape() passed options
803
- * @hidden
801
+ * @internal
804
802
  */
805
803
  _insertNewParticle(idx, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options) {
806
804
  const currentPos = this._positions.length;
@@ -1402,7 +1400,7 @@ export class SolidParticleSystem {
1402
1400
  * Updates the indicesByMaterial array.
1403
1401
  * Updates the mesh indices array.
1404
1402
  * @returns the SPS
1405
- * @hidden
1403
+ * @internal
1406
1404
  */
1407
1405
  _sortParticlesByMaterial() {
1408
1406
  const indicesByMaterial = [0];
@@ -1466,7 +1464,7 @@ export class SolidParticleSystem {
1466
1464
  }
1467
1465
  /**
1468
1466
  * Sets the material indexes by id materialIndexesById[id] = materialIndex
1469
- * @hidden
1467
+ * @internal
1470
1468
  */
1471
1469
  _setMaterialIndexesById() {
1472
1470
  this._materialIndexesById = {};
@@ -1478,7 +1476,7 @@ export class SolidParticleSystem {
1478
1476
  /**
1479
1477
  * Returns an array with unique values of Materials from the passed array
1480
1478
  * @param array the material array to be checked and filtered
1481
- * @hidden
1479
+ * @internal
1482
1480
  */
1483
1481
  _filterUniqueMaterialId(array) {
1484
1482
  const filtered = array.filter(function (value, index, self) {
@@ -1488,7 +1486,7 @@ export class SolidParticleSystem {
1488
1486
  }
1489
1487
  /**
1490
1488
  * Sets a new Standard Material as _defaultMaterial if not already set.
1491
- * @hidden
1489
+ * @internal
1492
1490
  */
1493
1491
  _setDefaultMaterial() {
1494
1492
  if (!this._defaultMaterial) {