@babylonjs/inspector 8.39.0-preview → 8.39.1-preview

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Files changed (2) hide show
  1. package/lib/index.d.ts +82 -56
  2. package/package.json +1 -1
package/lib/index.d.ts CHANGED
@@ -8245,6 +8245,7 @@ declare class UniformBuffer {
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  private _buffer;
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  private _buffers;
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  private _bufferIndex;
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+ private _bufferUpdatedLastFrame;
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  private _createBufferOnWrite;
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  private _data;
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  private _bufferData;
@@ -10073,20 +10074,66 @@ declare class ShadowDepthWrapper {
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  private _makeEffect;
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  }
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- /** @internal */
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- interface IStencilState {
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+ /**
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+ * Interface defining the properties of the stencil state.
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+ */
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+ interface IStencilStateProperties {
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+ /**
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+ * Whether the stencil test is enabled or not.
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+ */
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  enabled: boolean;
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+ /**
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+ * The stencil mask to use for writing.
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+ */
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  mask: number;
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+ /**
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+ * The stencil mask to use for reading.
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+ */
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  funcMask: number;
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+ /**
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+ * The reference value to use for the stencil test.
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+ */
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  funcRef: number;
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+ /**
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+ * The stencil comparison function to use for front faces.
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+ */
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  func: number;
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+ /**
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+ * The operation to perform when both the stencil and depth tests pass for front faces.
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+ */
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  opStencilDepthPass: number;
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+ /**
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+ * The operation to perform when the stencil test fails for front faces.
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+ */
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  opStencilFail: number;
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+ /**
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+ * The operation to perform when the stencil test passes but the depth test fails for front faces.
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+ */
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  opDepthFail: number;
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+ /**
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+ * The stencil comparison function to use for back faces.
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+ */
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  backFunc: number;
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+ /**
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+ * The operation to perform when both the stencil and depth tests pass for back faces.
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+ */
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  backOpStencilDepthPass: number;
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+ /**
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+ * The operation to perform when the stencil test fails for back faces.
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+ */
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  backOpStencilFail: number;
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+ /**
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+ * The operation to perform when the stencil test passes but the depth test fails for back faces.
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+ */
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  backOpDepthFail: number;
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+ }
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+ /**
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+ * Interface defining the stencil state.
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+ */
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+ interface IStencilState extends IStencilStateProperties {
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+ /**
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+ * Resets the stencil state to default values.
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+ */
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  reset(): void;
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  }
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@@ -30064,7 +30111,7 @@ interface ISoundOptions {
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  * Define the distance attenuation model the sound will follow.
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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  */
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- distanceModel?: string;
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+ distanceModel?: "linear" | "inverse" | "exponential";
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  /**
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  * Defines the playback speed (1 by default)
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  */
@@ -30090,18 +30137,19 @@ interface ISoundOptions {
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  /**
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  * Defines a sound that can be played in the application.
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  * The sound can either be an ambient track or a simple sound played in reaction to a user action.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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+ * @see https://doc.babylonjs.com/legacy/audio
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  */
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  declare class Sound {
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  /**
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  * The name of the sound in the scene.
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  */
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- name: string;
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+ get name(): string;
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+ set name(value: string);
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  /**
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  * Does the sound autoplay once loaded.
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  */
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- autoplay: boolean;
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- private _loop;
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+ get autoplay(): boolean;
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+ set autoplay(value: boolean);
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  /**
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  * Does the sound loop after it finishes playing once.
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  */
@@ -30110,7 +30158,7 @@ declare class Sound {
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  /**
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  * Does the sound use a custom attenuation curve to simulate the falloff
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  * happening when the source gets further away from the camera.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-your-own-custom-attenuation-function
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function
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  */
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  useCustomAttenuation: boolean;
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  /**
@@ -30120,31 +30168,33 @@ declare class Sound {
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  /**
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  * Is this sound currently played.
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  */
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- isPlaying: boolean;
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+ get isPlaying(): boolean;
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  /**
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  * Is this sound currently paused.
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  */
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- isPaused: boolean;
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+ get isPaused(): boolean;
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  /**
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  * Define the reference distance the sound should be heard perfectly.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  refDistance: number;
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  /**
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  * Define the roll off factor of spatial sounds.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  rolloffFactor: number;
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  /**
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  * Define the max distance the sound should be heard (intensity just became 0 at this point).
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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- maxDistance: number;
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+ get maxDistance(): number;
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+ set maxDistance(value: number);
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  /**
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  * Define the distance attenuation model the sound will follow.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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- distanceModel: string;
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+ get distanceModel(): "linear" | "inverse" | "exponential";
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+ set distanceModel(value: "linear" | "inverse" | "exponential");
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  /**
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  * @internal
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  * Back Compat
@@ -30164,48 +30214,29 @@ declare class Sound {
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  get currentTime(): number;
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  /**
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  * Does this sound enables spatial sound.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  get spatialSound(): boolean;
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  /**
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  * Does this sound enables spatial sound.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  set spatialSound(newValue: boolean);
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- private _spatialSound;
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- private _panningModel;
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- private _playbackRate;
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- private _streaming;
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- private _startTime;
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- private _currentTime;
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- private _position;
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  private _localDirection;
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  private _volume;
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  private _isReadyToPlay;
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  private _isDirectional;
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  private _readyToPlayCallback;
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- private _audioBuffer;
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- private _soundSource;
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- private _streamingSource;
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- private _soundPanner;
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- private _soundGain;
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- private _inputAudioNode;
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- private _outputAudioNode;
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- private _coneInnerAngle;
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- private _coneOuterAngle;
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- private _coneOuterGain;
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  private _scene;
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  private _connectedTransformNode;
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  private _customAttenuationFunction;
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  private _registerFunc;
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  private _isOutputConnected;
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- private _htmlAudioElement;
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- private _urlType;
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- private _length?;
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- private _offset?;
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- private _tryToPlayTimeout;
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- private _audioUnlockedObserver?;
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- private _url?;
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+ private _url;
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+ private readonly _optionsV2;
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+ private readonly _soundV2;
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+ private _onReadyObservable;
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+ private get _onReady();
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  /**
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  * @internal
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  */
@@ -30219,6 +30250,7 @@ declare class Sound {
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  * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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  */
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  constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
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+ private _onReadyToPlay;
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  /**
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  * Release the sound and its associated resources
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  */
@@ -30233,8 +30265,6 @@ declare class Sound {
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  * @returns current class name
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  */
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  getClassName(): string;
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- private _audioBufferLoaded;
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- private _soundLoaded;
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  /**
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  * Sets the data of the sound from an audiobuffer
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  * @param audioBuffer The audioBuffer containing the data
@@ -30245,22 +30275,19 @@ declare class Sound {
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  * @param options A JSON object containing values named as the object properties
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  */
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  updateOptions(options: ISoundOptions): void;
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- private _createSpatialParameters;
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- private _disableSpatialSound;
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  private _updateSpatialParameters;
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  /**
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  * Switch the panning model to HRTF:
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  * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  switchPanningModelToHRTF(): void;
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  /**
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  * Switch the panning model to Equal Power:
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  * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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  */
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  switchPanningModelToEqualPower(): void;
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- private _switchPanningModel;
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  /**
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  * Connect this sound to a sound track audio node like gain...
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  * @param soundTrackAudioNode the sound track audio node to connect to
@@ -30300,12 +30327,13 @@ declare class Sound {
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  */
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  setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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  private _updateDirection;
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+ private _initSpatial;
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  /** @internal */
30304
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  updateDistanceFromListener(): void;
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  /**
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  * Sets a new custom attenuation function for the sound.
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  * @param callback Defines the function used for the attenuation
30308
- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-your-own-custom-attenuation-function
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+ * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function
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  */
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  setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
30311
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  /**
@@ -30349,12 +30377,12 @@ declare class Sound {
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  /**
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  * Attach the sound to a dedicated mesh
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  * @param transformNode The transform node to connect the sound with
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#attaching-a-sound-to-a-mesh
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+ * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh
30353
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  */
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  attachToMesh(transformNode: TransformNode): void;
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  /**
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  * Detach the sound from the previously attached mesh
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#attaching-a-sound-to-a-mesh
30385
+ * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh
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  */
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  detachFromMesh(): void;
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  private _onRegisterAfterWorldMatrixUpdate;
@@ -30392,8 +30420,6 @@ declare class Sound {
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  * @returns the newly parsed sound
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  */
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  static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
30395
- private _setOffset;
30396
- private _clearTimeoutsAndObservers;
30397
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  }
30398
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  /**
@@ -50708,7 +50734,7 @@ declare class FrameGraphRenderContext extends FrameGraphContext {
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  * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
50709
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  * @returns True if the effect was applied, otherwise false (effect not ready)
50710
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  */
50711
- applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
50737
+ applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState | IStencilStateProperties, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
50712
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  /**
50713
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  * Copies a texture to the current render target
50714
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  * @param sourceTexture The source texture to copy from
@@ -60094,7 +60120,7 @@ declare abstract class AbstractEngine {
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  * @param stencil stencil states to set
60095
60121
  * @param zOffsetUnits defines the value to apply to zOffsetUnits (0 by default)
60096
60122
  */
60097
- abstract setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean, cullBackFaces?: boolean, stencil?: IStencilState, zOffsetUnits?: number): void;
60123
+ abstract setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean, cullBackFaces?: boolean, stencil?: IStencilState | IStencilStateProperties, zOffsetUnits?: number): void;
60098
60124
  /**
60099
60125
  * Creates a new material context
60100
60126
  * @returns the new context
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/inspector",
3
- "version": "8.39.0-preview",
3
+ "version": "8.39.1-preview",
4
4
  "type": "module",
5
5
  "main": "lib/index.js",
6
6
  "module": "lib/index.js",