@babylonjs/inspector 8.54.0 → 8.54.1
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 +31 -3
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -10546,6 +10546,8 @@ declare class ShadowGenerator implements IShadowGenerator {
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10546
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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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10549
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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;
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@@ -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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10591
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set useFloat32TextureType(useFloat32TextureType: boolean);
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10592
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/**
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10593
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* Gets or sets the camera associated with this shadow generator.
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10594
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* When null, the scene's active camera is used at render time.
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*/
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10596
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get camera(): Nullable<Camera>;
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10597
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set camera(camera: Nullable<Camera>);
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10598
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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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10600
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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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10602
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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.
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@@ -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;
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@@ -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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10694
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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
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@@ -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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52744
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-
protected
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52745
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-
protected
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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.
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