babylonjs-editor-tools 0.0.9 → 0.0.11
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/build/index.node.js +234 -101
- package/build/src/cinematic/events/apply-impulse.js +16 -3
- package/build/src/cinematic/generate.js +15 -0
- package/build/src/index.js +3 -0
- package/build/src/loading/loader.js +4 -0
- package/build/src/loading/physics.js +14 -6
- package/build/src/tools/guards.js +98 -0
- package/build/src/tools/mesh.js +2 -0
- package/declaration/src/cinematic/events/apply-impulse.d.ts +8 -0
- package/declaration/src/cinematic/events/set-enabled.d.ts +6 -0
- package/declaration/src/cinematic/generate.d.ts +9 -0
- package/declaration/src/cinematic/parse.d.ts +15 -0
- package/declaration/src/cinematic/tools.d.ts +15 -0
- package/declaration/src/cinematic/typings.d.ts +44 -0
- package/declaration/src/decorators/apply.d.ts +37 -0
- package/declaration/src/decorators/gui.d.ts +12 -0
- package/declaration/src/decorators/inspector.d.ts +82 -0
- package/declaration/src/decorators/particle-systems.d.ts +8 -0
- package/declaration/src/decorators/scene.d.ts +25 -0
- package/declaration/src/decorators/sound.d.ts +8 -0
- package/declaration/src/index.d.ts +19 -0
- package/declaration/src/loading/loader.d.ts +35 -0
- package/declaration/src/loading/physics.d.ts +6 -0
- package/declaration/src/loading/rendering.d.ts +2 -0
- package/declaration/src/loading/script.d.ts +3 -0
- package/declaration/src/loading/sound.d.ts +1 -0
- package/declaration/src/loading/texture.d.ts +1 -0
- package/declaration/src/rendering/default-pipeline.d.ts +15 -0
- package/declaration/src/rendering/motion-blur.d.ts +12 -0
- package/declaration/src/rendering/ssao.d.ts +12 -0
- package/declaration/src/rendering/ssr.d.ts +12 -0
- package/declaration/src/rendering/tools.d.ts +14 -0
- package/declaration/src/rendering/vls.d.ts +13 -0
- package/declaration/src/script.d.ts +13 -0
- package/declaration/src/tools/guards.d.ts +83 -0
- package/declaration/src/tools/light.d.ts +3 -0
- package/declaration/src/tools/mesh.d.ts +6 -0
- package/declaration/src/tools/scalar.d.ts +1 -0
- package/declaration/src/tools/sound.d.ts +13 -0
- package/declaration/src/tools/texture.d.ts +8 -0
- package/package.json +2 -2
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import { Scene } from "@babylonjs/core/scene";
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import { Camera } from "@babylonjs/core/Cameras/camera";
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import { SSAO2RenderingPipeline } from "@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
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/**
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* Defines the configuration of the SSAO rendering pipeline per camera.
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*/
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export declare const ssaoRenderingPipelineCameraConfigurations: Map<Camera, any>;
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export declare function getSSAO2RenderingPipeline(): SSAO2RenderingPipeline | null;
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export declare function disposeSSAO2RenderingPipeline(): void;
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export declare function createSSAO2RenderingPipeline(scene: Scene, camera: Camera): SSAO2RenderingPipeline;
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export declare function serializeSSAO2RenderingPipeline(): any;
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export declare function parseSSAO2RenderingPipeline(scene: Scene, camera: Camera, data: any): SSAO2RenderingPipeline;
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import { Scene } from "@babylonjs/core/scene";
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import { Camera } from "@babylonjs/core/Cameras/camera";
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import { SSRRenderingPipeline } from "@babylonjs/core/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline";
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/**
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* Defines the configuration of the ssr rendering pipeline per camera.
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*/
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export declare const ssrRenderingPipelineCameraConfigurations: Map<Camera, any>;
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export declare function getSSRRenderingPipeline(): SSRRenderingPipeline | null;
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export declare function disposeSSRRenderingPipeline(): void;
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export declare function createSSRRenderingPipeline(scene: Scene, camera: Camera): SSRRenderingPipeline;
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export declare function serializeSSRRenderingPipeline(): any;
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export declare function parseSSRRenderingPipeline(scene: Scene, camera: Camera, data: any): SSRRenderingPipeline;
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import { Camera } from "@babylonjs/core/Cameras/camera";
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/**
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* Saves the rendering configurations for the given camera. This is useful to restore the rendering configurations
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* when the camera is re-activated (typically using the preview panel toolbar).
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* @param camera defines the reference to the camera to save its rendering configurations.
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*/
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export declare function saveRenderingConfigurationForCamera(camera: Camera): void;
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/**
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* Applies the post-processes configurations for the given camera. Rendering configurations (motion blur, ssao, etc.) are
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* saved per-camera and can be applied on demand using this function.
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* Previous post-processes configurations are disposed before applying the new ones.
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* @param camera defines the reference to the camera to apply its rendering configurations.
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*/
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export declare function applyRenderingConfigurationForCamera(camera: Camera): void;
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import { Scene } from "@babylonjs/core/scene";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { Camera } from "@babylonjs/core/Cameras/camera";
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import { VolumetricLightScatteringPostProcess } from "@babylonjs/core/PostProcesses/volumetricLightScatteringPostProcess";
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/**
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* Defines the configuration of the motion blur post-process per camera.
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*/
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export declare const vlsPostProcessCameraConfigurations: Map<Camera, any>;
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export declare function getVLSPostProcess(): VolumetricLightScatteringPostProcess | null;
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export declare function disposeVLSPostProcess(scene: Scene): void;
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export declare function createVLSPostProcess(scene: Scene, mesh?: Mesh | null): VolumetricLightScatteringPostProcess;
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export declare function serializeVLSPostProcess(): any;
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export declare function parseVLSPostProcess(scene: Scene, data: any): VolumetricLightScatteringPostProcess;
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/**
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* Defines the interface that can be implemented by scripts attached to nodes in the editor.
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*/
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export interface IScript {
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/**
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* Method called when the script starts. This method is called only once.
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*/
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onStart?(): void;
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/**
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* Method called on each frame.
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*/
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onUpdate?(): void;
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}
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import { Bone } from "@babylonjs/core/Bones/bone";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { GroundMesh } from "@babylonjs/core/Meshes/groundMesh";
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import { InstancedMesh } from "@babylonjs/core/Meshes/instancedMesh";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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import { Camera } from "@babylonjs/core/Cameras/camera";
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import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
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import { ArcRotateCamera } from "@babylonjs/core/Cameras/arcRotateCamera";
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import { SpotLight } from "@babylonjs/core/Lights/spotLight";
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import { PointLight } from "@babylonjs/core/Lights/pointLight";
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import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
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import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight";
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/**
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* Returns wether or not the given object is an AbstractMesh.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isAbstractMesh(object: any): object is Mesh;
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/**
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* Returns wether or not the given object is a Mesh.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isMesh(object: any): object is Mesh;
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/**
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* Returns wether or not the given object is a InstancedMesh.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isInstancedMesh(object: any): object is InstancedMesh;
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/**
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* Returns wether or not the given object is a Bone.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isBone(object: any): object is Bone;
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/**
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* Returns wether or not the given object is a GroundMesh.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isGroundMesh(object: any): object is GroundMesh;
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/**
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* Returns wether or not the given object is a TransformNode.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isTransformNode(object: any): object is TransformNode;
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/**
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* Returns wether or not the given object is a Texture.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isTexture(object: any): object is Texture;
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/**
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* Returns wether or not the given object is a Camera.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isCamera(object: any): object is Camera;
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/**
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* Returns wether or not the given object is a FreeCamera.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isFreeCamera(object: any): object is FreeCamera;
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/**
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* Returns wether or not the given object is a ArcRotateCamera.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isArcRotateCamera(object: any): object is ArcRotateCamera;
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/**
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* Returns wether or not the given object is a PointLight.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isPointLight(object: any): object is PointLight;
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/**
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* Returns wether or not the given object is a DirectionalLight.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isDirectionalLight(object: any): object is DirectionalLight;
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/**
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* Returns wether or not the given object is a SpotLight.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isSpotLight(object: any): object is SpotLight;
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/**
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* Returns wether or not the given object is a HemisphericLight.
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* @param object defines the reference to the object to test its class name.
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*/
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export declare function isHemisphericLight(object: any): object is HemisphericLight;
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export declare function getPowerOfTwoUntil(limit: number): number;
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import { Scene } from "@babylonjs/core/scene";
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declare module "@babylonjs/core/Audio/sound" {
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interface Sound {
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id: string;
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uniqueId: number;
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}
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}
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/**
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* Searches for a sound by its id in the scene by traversing all soundtracks.
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* @param id defines the id of the sound to retrieve.
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* @param scene defines the reference to the scene where to find the instantiated sound.
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*/
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export declare function getSoundById(id: string, scene: Scene): import("@babylonjs/core").Sound | null;
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import { Engine } from "@babylonjs/core/Engines/engine";
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/**
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* Set the compressed texture format to use, based on the formats you have, and the formats
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* supported by the hardware / browser.
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* @param engine defines the reference to the engine to configure the texture format to use.
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* @see `@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts` for more information.
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*/
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export declare function configureEngineToUseCompressedTextures(engine: Engine): void;
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package/package.json
CHANGED
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{
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"name": "babylonjs-editor-tools",
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"version": "0.0.
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"version": "0.0.11",
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"description": "Babylon.js Editor Tools is a set of tools to help you create, edit and manage your Babylon.js scenes made using the Babylon.JS Editor",
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"productName": "Babylon.js Editor Tools",
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"scripts": {
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"require": "./build/index.node.js"
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}
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},
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"typings": "declaration/index.ts",
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"typings": "declaration/src/index.ts",
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"license": "(Apache-2.0)",
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"devDependencies": {
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"@babel/core": "^7.26.10",
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