@babylonjs/inspector 8.28.2-preview → 8.28.3-preview
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.
- package/lib/index.d.ts +27 -2
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -54242,6 +54242,7 @@ declare class CurrentScreenBlock extends NodeMaterialBlock {
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protected _gammaDefineName: string;
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protected _mainUVName: string;
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protected _tempTextureRead: string;
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+
protected _texture: Nullable<BaseTexture>;
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/**
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* The name of the sampler to read the screen texture from.
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*/
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@@ -54249,7 +54250,8 @@ declare class CurrentScreenBlock extends NodeMaterialBlock {
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/**
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* Gets or sets the texture associated with the node
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*/
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54252
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-
texture: Nullable<BaseTexture>;
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+
get texture(): Nullable<BaseTexture>;
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set texture(value: Nullable<BaseTexture>);
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/**
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* Gets or sets a boolean indicating if content needs to be converted to gamma space
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*/
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@@ -63812,6 +63814,13 @@ interface SceneOptions {
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useClonedMeshMap?: boolean;
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/** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
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virtual?: boolean;
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/**
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* @experimental
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* FloatingOriginMode helps avoid floating point imprecision of rendering large worlds by
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* 1. Forcing the engine to use doublePrecision mode
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* 2. Offsetting uniform values before passing to shader so that camera is centered at origin and world is offset by camera position
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*/
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floatingOriginMode?: boolean;
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}
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/**
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* Define how the scene should favor performance over ease of use
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@@ -65303,6 +65312,20 @@ declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetContainer {
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* @param ubo the ubo to set for the scene
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*/
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setSceneUniformBuffer(ubo: UniformBuffer): void;
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private _floatingOriginMode;
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/**
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* @experimental
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* When true, enables floatingOriginMode which helps avoid floating point imprecision when using huge coordinate system by
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* 1. Forcing the engine to use doublePrecision mode
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* 2. Offsetting uniform values before passing to shader so that camera is centered at origin and world is offset by camera position
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*/
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get floatingOriginMode(): boolean;
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private _floatingOriginOffsetDefault;
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/**
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* @experimental
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* When floatingOriginMode is enabled, offset is equal to the active camera position. If no active camera or floatingOriginMode is disabled, offset is 0.
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*/
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get floatingOriginOffset(): Vector3;
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/**
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* Gets an unique (relatively to the current scene) Id
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* @returns an unique number for the scene
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@@ -67919,6 +67942,8 @@ declare class NodeMaterialBuildState {
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* @internal
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*/
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_registerTempVariable(name: string): boolean;
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private _emitDefineStart;
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private _emitDefineEnd;
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/**
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* @internal
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*/
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@@ -67946,7 +67971,7 @@ declare class NodeMaterialBuildState {
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/**
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* @internal
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*/
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-
_declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string;
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+
_declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean, isVarPrivate?: boolean): string;
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/**
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* @internal
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*/
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