@babylonjs/inspector 8.33.1-preview → 8.33.2-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 +26 -11
- package/lib/index.js +5 -3
- package/lib/index.js.map +1 -1
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -59038,9 +59038,20 @@ interface AbstractEngineOptions {
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*/
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doNotHandleTouchAction?: boolean;
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/**
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-
* Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default
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59041
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+
* Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default.
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59042
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* Note that setting useLargeWorldRendering will also set high precision matrices
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*/
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useHighPrecisionMatrix?: boolean;
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+
/**
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* @experimental
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* LargeWorldRendering helps avoid floating point imprecision of rendering large worlds by
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* 1. Forcing highPrecisionMatrices (matrix computations in 64 bits instead of 32)
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* 2. Enabling floatingOriginMode in all scenes -- offsetting position-related uniform and attribute values before passing to shader so that active camera is centered at origin and world is offset by active camera position
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*
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* NOTE that if this mode is set during engineCreation, all scenes will have floatingOrigin offset and you do not need to send floatingOriginMode option to each scene creation.
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* If you'd like to have only specific scenes using the offset logic, you can set the flag on those scenes directly -- however, to achieve proper large world rendering, you must also set the useHighPrecisionMatrix option on engine.
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*/
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readonly useLargeWorldRendering?: boolean;
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/**
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* Defines whether to adapt to the device's viewport characteristics (default: false)
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*/
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@@ -59980,6 +59991,7 @@ declare abstract class AbstractEngine {
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protected _creationOptions: AbstractEngineOptions;
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/**
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* Gets the options used for engine creation
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* NOTE that modifying the object after engine creation will have no effect
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* @returns EngineOptions object
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*/
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getCreationOptions(): AbstractEngineOptions;
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@@ -66812,15 +66824,17 @@ interface SceneOptions {
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* It will improve performance when the number of mesh becomes important, but might consume a bit more memory
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*/
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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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*
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*
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*
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* When enabled, the scene can handle large world coordinate rendering without jittering caused by floating point imprecision on the GPU.
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* This mode offsets matrices and position-related attribute values before passing to shaders, centering camera at origin and offsetting other scene objects by camera active position.
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*
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* IMPORTANT: Only use this scene-level option if you intend to enable floating origin on a per-scene basis. Must use in conjunction with engine creation option 'useHighPrecisionMatrix' to fix CPU-side floating point imprecision.
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* HOWEVER if you want largeWorldRendering on ALL scenes, set the useLargeWorldRendering flag on the engine instead of this scene-level flag. Doing so will automatically set useHighPrecisionMatrix on the engine as well.
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*/
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-
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useFloatingOrigin?: 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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/**
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* Define how the scene should favor performance over ease of use
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@@ -66891,6 +66905,7 @@ declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetContainer {
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*/
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autoClearDepthAndStencil: boolean;
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private _clearColor;
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private _tempVect4;
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/**
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* Observable triggered when the performance priority is changed
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*/
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@@ -68316,12 +68331,11 @@ 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
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private _floatingOriginScene;
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/**
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* @experimental
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*
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*
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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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* True if floatingOriginMode was passed to engine or this scene creation otions.
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* This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
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*/
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get floatingOriginMode(): boolean;
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private _floatingOriginOffsetDefault;
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@@ -68975,6 +68989,7 @@ declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetContainer {
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* @internal
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*/
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_renderRenderTarget(renderTarget: RenderTargetTexture, activeCamera: Nullable<Camera>, useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
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private _getFloatingOriginScene;
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/**
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* Render the scene
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* @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
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package/lib/index.js
CHANGED
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@@ -4752,6 +4752,9 @@ const QuaternionPropertyLine = (props) => {
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const min = props.useDegrees ? 0 : undefined;
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const max = props.useDegrees ? 360 : undefined;
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const [quat, setQuat] = useState(props.value);
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useEffect(() => {
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setQuat(props.value);
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}, [props.value]);
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// Extract only the properties that exist on QuaternionPropertyLineProps
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const { useDegrees, ...restProps } = props;
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const onQuatChange = (val) => {
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@@ -4760,10 +4763,9 @@ const QuaternionPropertyLine = (props) => {
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};
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const onEulerChange = (val) => {
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const quat = Quaternion.FromEulerAngles(val.x, val.y, val.z);
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-
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props.onChange(quat);
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onQuatChange(quat);
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};
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return useDegrees ? (jsx(Vector3PropertyLine, { ...restProps, nullable: false, ignoreNullable: false, value: quat.toEulerAngles(), valueConverter: ToDegreesConverter, min: min, max: max, onChange: onEulerChange, unit: "deg" })) : (jsx(QuaternionPropertyLineInternal, { ...props,
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return useDegrees ? (jsx(Vector3PropertyLine, { ...restProps, nullable: false, ignoreNullable: false, value: quat.toEulerAngles(), valueConverter: ToDegreesConverter, min: min, max: max, onChange: onEulerChange, unit: "deg" })) : (jsx(QuaternionPropertyLineInternal, { ...props, nullable: false, value: quat, min: min, max: max, onChange: onQuatChange }));
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};
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const Vector2PropertyLine = TensorPropertyLine;
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const Vector3PropertyLine = TensorPropertyLine;
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