@babylonjs/core 5.32.2 → 5.33.1

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Files changed (94) hide show
  1. package/Bones/boneIKController.d.ts +2 -1
  2. package/Bones/boneIKController.js +27 -10
  3. package/Bones/boneIKController.js.map +1 -1
  4. package/Cameras/Inputs/freeCameraMouseInput.js +11 -3
  5. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  6. package/Culling/boundingInfo.d.ts +5 -0
  7. package/Culling/boundingInfo.js +5 -0
  8. package/Culling/boundingInfo.js.map +1 -1
  9. package/Engines/Extensions/engine.videoTexture.d.ts +2 -1
  10. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.videoTexture.js +21 -9
  12. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  13. package/Engines/WebGPU/webgpuTextureHelper.d.ts +6 -0
  14. package/Engines/WebGPU/webgpuTextureHelper.js +157 -0
  15. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  16. package/Engines/thinEngine.js +2 -2
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Layers/effectLayer.js +7 -28
  19. package/Layers/effectLayer.js.map +1 -1
  20. package/Lights/Shadows/shadowGenerator.js +9 -28
  21. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  22. package/Materials/Background/backgroundMaterial.js +4 -8
  23. package/Materials/Background/backgroundMaterial.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +9 -8
  25. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  26. package/Materials/PBR/pbrBaseMaterial.js +7 -8
  27. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  28. package/Materials/Textures/htmlElementTexture.d.ts +1 -0
  29. package/Materials/Textures/htmlElementTexture.js +3 -1
  30. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  31. package/Materials/Textures/renderTargetTexture.js +2 -2
  32. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  33. package/Materials/Textures/videoTexture.d.ts +1 -0
  34. package/Materials/Textures/videoTexture.js +5 -1
  35. package/Materials/Textures/videoTexture.js.map +1 -1
  36. package/Materials/clipPlaneMaterialHelper.d.ts +8 -0
  37. package/Materials/clipPlaneMaterialHelper.js +78 -0
  38. package/Materials/clipPlaneMaterialHelper.js.map +1 -0
  39. package/Materials/index.d.ts +1 -1
  40. package/Materials/index.js +1 -1
  41. package/Materials/index.js.map +1 -1
  42. package/Materials/material.d.ts +27 -1
  43. package/Materials/material.js.map +1 -1
  44. package/Materials/materialHelper.d.ts +3 -7
  45. package/Materials/materialHelper.js +5 -45
  46. package/Materials/materialHelper.js.map +1 -1
  47. package/Materials/shaderMaterial.js +5 -36
  48. package/Materials/shaderMaterial.js.map +1 -1
  49. package/Materials/standardMaterial.js +4 -8
  50. package/Materials/standardMaterial.js.map +1 -1
  51. package/Maths/math.vector.d.ts +16 -16
  52. package/Maths/math.vector.js +16 -16
  53. package/Maths/math.vector.js.map +1 -1
  54. package/Meshes/linesMesh.js +1 -1
  55. package/Meshes/linesMesh.js.map +1 -1
  56. package/Meshes/mesh.js +3 -1
  57. package/Meshes/mesh.js.map +1 -1
  58. package/Misc/dumpTools.d.ts +49 -0
  59. package/Misc/dumpTools.js +145 -0
  60. package/Misc/dumpTools.js.map +1 -0
  61. package/Misc/environmentTextureTools.js +2 -1
  62. package/Misc/environmentTextureTools.js.map +1 -1
  63. package/Misc/index.d.ts +1 -0
  64. package/Misc/index.js +1 -0
  65. package/Misc/index.js.map +1 -1
  66. package/Misc/screenshotTools.js +17 -13
  67. package/Misc/screenshotTools.js.map +1 -1
  68. package/Misc/tools.d.ts +2 -6
  69. package/Misc/tools.js +7 -64
  70. package/Misc/tools.js.map +1 -1
  71. package/Particles/baseParticleSystem.d.ts +31 -6
  72. package/Particles/baseParticleSystem.js.map +1 -1
  73. package/Particles/gpuParticleSystem.js +5 -37
  74. package/Particles/gpuParticleSystem.js.map +1 -1
  75. package/Particles/particleSystem.js +5 -36
  76. package/Particles/particleSystem.js.map +1 -1
  77. package/PostProcesses/postProcess.d.ts +30 -0
  78. package/PostProcesses/postProcess.js +48 -2
  79. package/PostProcesses/postProcess.js.map +1 -1
  80. package/Rendering/depthRenderer.js +10 -28
  81. package/Rendering/depthRenderer.js.map +1 -1
  82. package/Rendering/outlineRenderer.js +26 -45
  83. package/Rendering/outlineRenderer.js.map +1 -1
  84. package/Shaders/ShadersInclude/imageProcessingFunctions.js +4 -1
  85. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  86. package/Shaders/circleOfConfusion.fragment.js +3 -1
  87. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  88. package/Sprites/spriteManager.d.ts +4 -0
  89. package/Sprites/spriteManager.js +9 -0
  90. package/Sprites/spriteManager.js.map +1 -1
  91. package/package.json +1 -1
  92. package/Materials/thinMaterialHelper.d.ts +0 -17
  93. package/Materials/thinMaterialHelper.js +0 -41
  94. package/Materials/thinMaterialHelper.js.map +0 -1
@@ -3197,8 +3197,8 @@ export declare class Matrix {
3197
3197
  */
3198
3198
  static DecomposeLerpToRef<T extends Matrix>(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: T): T;
3199
3199
  /**
3200
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
3201
- * This function works in left handed mode
3200
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
3201
+ * This function generates a matrix suitable for a left handed coordinate system
3202
3202
  * @param eye defines the final position of the entity
3203
3203
  * @param target defines where the entity should look at
3204
3204
  * @param up defines the up vector for the entity
@@ -3206,8 +3206,8 @@ export declare class Matrix {
3206
3206
  */
3207
3207
  static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
3208
3208
  /**
3209
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
3210
- * This function works in left handed mode
3209
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
3210
+ * This function generates a matrix suitable for a left handed coordinate system
3211
3211
  * @param eye defines the final position of the entity
3212
3212
  * @param target defines where the entity should look at
3213
3213
  * @param up defines the up vector for the entity
@@ -3216,8 +3216,8 @@ export declare class Matrix {
3216
3216
  */
3217
3217
  static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
3218
3218
  /**
3219
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
3220
- * This function works in right handed mode
3219
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
3220
+ * This function generates a matrix suitable for a right handed coordinate system
3221
3221
  * @param eye defines the final position of the entity
3222
3222
  * @param target defines where the entity should look at
3223
3223
  * @param up defines the up vector for the entity
@@ -3225,8 +3225,8 @@ export declare class Matrix {
3225
3225
  */
3226
3226
  static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
3227
3227
  /**
3228
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
3229
- * This function works in right handed mode
3228
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
3229
+ * This function generates a matrix suitable for a right handed coordinate system
3230
3230
  * @param eye defines the final position of the entity
3231
3231
  * @param target defines where the entity should look at
3232
3232
  * @param up defines the up vector for the entity
@@ -3235,16 +3235,16 @@ export declare class Matrix {
3235
3235
  */
3236
3236
  static LookAtRHToRef<T extends Matrix>(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: T): T;
3237
3237
  /**
3238
- * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up direction being oriented like "up".
3239
- * This function works in left handed mode
3238
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
3239
+ * This function generates a matrix suitable for a left handed coordinate system
3240
3240
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
3241
3241
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
3242
3242
  * @returns the new matrix
3243
3243
  */
3244
3244
  static LookDirectionLH(forward: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
3245
3245
  /**
3246
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up direction being oriented like "up".
3247
- * This function works in left handed mode
3246
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
3247
+ * This function generates a matrix suitable for a left handed coordinate system
3248
3248
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
3249
3249
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
3250
3250
  * @param result defines the target matrix
@@ -3252,16 +3252,16 @@ export declare class Matrix {
3252
3252
  */
3253
3253
  static LookDirectionLHToRef<T extends Matrix>(forward: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: T): T;
3254
3254
  /**
3255
- * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up Vector3 being oriented like "up".
3256
- * This function works in right handed mode
3255
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
3256
+ * This function generates a matrix suitable for a right handed coordinate system
3257
3257
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
3258
3258
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
3259
3259
  * @returns the new matrix
3260
3260
  */
3261
3261
  static LookDirectionRH(forward: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
3262
3262
  /**
3263
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up vector3 being oriented like "up".
3264
- * This function works in right handed mode
3263
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
3264
+ * This function generates a matrix suitable for a right handed coordinate system
3265
3265
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
3266
3266
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
3267
3267
  * @param result defines the target matrix
@@ -5601,8 +5601,8 @@ export class Matrix {
5601
5601
  return result;
5602
5602
  }
5603
5603
  /**
5604
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
5605
- * This function works in left handed mode
5604
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
5605
+ * This function generates a matrix suitable for a left handed coordinate system
5606
5606
  * @param eye defines the final position of the entity
5607
5607
  * @param target defines where the entity should look at
5608
5608
  * @param up defines the up vector for the entity
@@ -5614,8 +5614,8 @@ export class Matrix {
5614
5614
  return result;
5615
5615
  }
5616
5616
  /**
5617
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
5618
- * This function works in left handed mode
5617
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
5618
+ * This function generates a matrix suitable for a left handed coordinate system
5619
5619
  * @param eye defines the final position of the entity
5620
5620
  * @param target defines where the entity should look at
5621
5621
  * @param up defines the up vector for the entity
@@ -5648,8 +5648,8 @@ export class Matrix {
5648
5648
  Matrix.FromValuesToRef(xAxis._x, yAxis._x, zAxis._x, 0.0, xAxis._y, yAxis._y, zAxis._y, 0.0, xAxis._z, yAxis._z, zAxis._z, 0.0, ex, ey, ez, 1.0, result);
5649
5649
  }
5650
5650
  /**
5651
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
5652
- * This function works in right handed mode
5651
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
5652
+ * This function generates a matrix suitable for a right handed coordinate system
5653
5653
  * @param eye defines the final position of the entity
5654
5654
  * @param target defines where the entity should look at
5655
5655
  * @param up defines the up vector for the entity
@@ -5661,8 +5661,8 @@ export class Matrix {
5661
5661
  return result;
5662
5662
  }
5663
5663
  /**
5664
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
5665
- * This function works in right handed mode
5664
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
5665
+ * This function generates a matrix suitable for a right handed coordinate system
5666
5666
  * @param eye defines the final position of the entity
5667
5667
  * @param target defines where the entity should look at
5668
5668
  * @param up defines the up vector for the entity
@@ -5696,8 +5696,8 @@ export class Matrix {
5696
5696
  return result;
5697
5697
  }
5698
5698
  /**
5699
- * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up direction being oriented like "up".
5700
- * This function works in left handed mode
5699
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
5700
+ * This function generates a matrix suitable for a left handed coordinate system
5701
5701
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
5702
5702
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
5703
5703
  * @returns the new matrix
@@ -5708,8 +5708,8 @@ export class Matrix {
5708
5708
  return result;
5709
5709
  }
5710
5710
  /**
5711
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up direction being oriented like "up".
5712
- * This function works in left handed mode
5711
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
5712
+ * This function generates a matrix suitable for a left handed coordinate system
5713
5713
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
5714
5714
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
5715
5715
  * @param result defines the target matrix
@@ -5726,8 +5726,8 @@ export class Matrix {
5726
5726
  return result;
5727
5727
  }
5728
5728
  /**
5729
- * Gets a new rotation matrix used to rotate an entity so as it looks in the direction specified by forward from the eye position, the up Vector3 being oriented like "up".
5730
- * This function works in right handed mode
5729
+ * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
5730
+ * This function generates a matrix suitable for a right handed coordinate system
5731
5731
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
5732
5732
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
5733
5733
  * @returns the new matrix
@@ -5738,8 +5738,8 @@ export class Matrix {
5738
5738
  return result;
5739
5739
  }
5740
5740
  /**
5741
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks in the direction of forward, the up vector3 being oriented like "up".
5742
- * This function works in right handed mode
5741
+ * Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)
5742
+ * This function generates a matrix suitable for a right handed coordinate system
5743
5743
  * @param forward defines the forward direction - Must be normalized and orthogonal to up.
5744
5744
  * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.
5745
5745
  * @param result defines the target matrix