@babylonjs/inspector 8.54.0 → 8.54.1

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Files changed (2) hide show
  1. package/lib/index.d.ts +31 -3
  2. package/package.json +1 -1
package/lib/index.d.ts CHANGED
@@ -10546,6 +10546,8 @@ declare class ShadowGenerator implements IShadowGenerator {
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  protected _scene: Scene;
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  protected _useRedTextureType: boolean;
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  protected _lightDirection: Vector3;
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+ protected _usefullFloatFirst: boolean;
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+ protected _forceGLSL: boolean;
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  protected _viewMatrix: Matrix;
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  protected _projectionMatrix: Matrix;
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  protected _transformMatrix: Matrix;
@@ -10576,6 +10578,29 @@ declare class ShadowGenerator implements IShadowGenerator {
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  */
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  get mapSize(): number;
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  set mapSize(size: number);
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+ /**
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+ * Gets or sets the light that is casting the shadows
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+ */
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+ get light(): IShadowLight;
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+ set light(light: IShadowLight);
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+ /**
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+ * Gets or sets a value indicating whether the shadow map should use full float texture type (instead of half float, which is the default).
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+ * Use this option when you need more precision (for self shadowing, for instance).
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+ */
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+ get useFloat32TextureType(): boolean;
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+ set useFloat32TextureType(useFloat32TextureType: boolean);
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+ /**
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+ * Gets or sets the camera associated with this shadow generator.
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+ * When null, the scene's active camera is used at render time.
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+ */
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+ get camera(): Nullable<Camera>;
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+ set camera(camera: Nullable<Camera>);
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+ /**
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+ * Gets or sets a value indicating whether the shadow map should use a red-channel-only texture format.
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+ * Using a single-channel format reduces memory usage when color data is not needed.
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+ */
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+ get useRedTextureFormat(): boolean;
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+ set useRedTextureFormat(useRedTextureFormat: boolean);
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  /**
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  * Creates a ShadowGenerator object.
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  * A ShadowGenerator is the required tool to use the shadows.
@@ -10589,6 +10614,7 @@ declare class ShadowGenerator implements IShadowGenerator {
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  * @param forceGLSL defines a boolean indicating if the shader must be compiled in GLSL even if we are using WebGPU
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  */
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  constructor(mapSize: number, light: IShadowLight, usefullFloatFirst?: boolean, camera?: Nullable<Camera>, useRedTextureType?: boolean, forceGLSL?: boolean);
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+ private _createInstance;
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  protected _initializeGenerator(): void;
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  protected _createTargetRenderTexture(): void;
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  protected _initializeShadowMap(): void;
@@ -10662,9 +10688,10 @@ declare class ShadowGenerator implements IShadowGenerator {
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  protected _disposeSceneUBOs(): void;
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  /**
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  * Disposes the ShadowGenerator.
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+ * @param clearObservables Defines whether to clear the observables or not (true by default).
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  * Returns nothing.
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  */
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- dispose(): void;
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+ dispose(clearObservables?: boolean): void;
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  /**
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  * Serializes the shadow generator setup to a json object.
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  * @returns The serialized JSON object
@@ -52741,8 +52768,9 @@ declare class FrameGraphShadowGeneratorTask extends FrameGraphTask {
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  */
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  readonly outputTexture: FrameGraphTextureHandle;
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  protected _shadowGenerator: ShadowGenerator | undefined;
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- protected _createShadowGenerator(): void;
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- protected _setupShadowGenerator(): void;
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+ protected _updateShadowMap(): void;
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+ protected _createShadowGeneratorInstance(): void;
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+ protected _createShadowGenerator(): boolean | undefined;
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  isReady(): boolean;
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  /**
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  * Creates a new shadow generator task.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@babylonjs/inspector",
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- "version": "8.54.0",
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+ "version": "8.54.1",
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  "main": "lib/index.js",
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  "module": "lib/index.js",
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  "esnext": "lib/index.js",