babylonjs-editor 5.4.1-rc.1 → 5.4.1-rc.2
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/declaration/src/editor/layout/cinematic/serialization/parse.d.ts +3 -2
- package/declaration/src/editor/layout/graph/context-menu.d.ts +0 -1
- package/declaration/src/editor/layout/graph.d.ts +3 -6
- package/declaration/src/editor/layout/inspector/fields/entity.d.ts +3 -3
- package/declaration/src/editor/nodes/sound.d.ts +3 -1
- package/declaration/src/export.d.ts +0 -1
- package/declaration/src/tools/guards/sound.d.ts +0 -6
- package/package.json +1 -1
- package/declaration/src/editor/layout/inspector/sound/sound.d.ts +0 -17
- package/declaration/src/editor/layout/inspector/sound/spatial.d.ts +0 -14
- package/declaration/src/project/load/plugins/sounds.d.ts +0 -4
- package/declaration/src/tools/sound/augmentations.d.ts +0 -7
- package/declaration/src/tools/sound/tools.d.ts +0 -15
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@@ -1,9 +1,10 @@
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import { Scene
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import { Scene } from "babylonjs";
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import { ICinematic, ICinematicKey, ICinematicKeyCut, ICinematicTrack } from "babylonjs-editor-tools";
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import { SoundNode } from "../../../nodes/sound";
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export declare function parseCinematic(data: ICinematic, scene: Scene): ICinematic;
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export declare function parseCinematicTrack(track: ICinematicTrack, scene: Scene): {
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node: any;
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sound:
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sound: SoundNode | null;
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propertyPath: string | undefined;
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defaultRenderingPipeline: boolean | undefined;
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animationGroup: import("babylonjs").Nullable<import("babylonjs").AnimationGroup>;
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import { Component, ReactNode } from "react";
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import { TreeNodeInfo } from "@blueprintjs/core";
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import { Node,
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import { Node, IParticleSystem, Sprite } from "babylonjs";
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import { Editor } from "../main";
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export interface IEditorGraphProps {
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/**
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@@ -35,7 +35,6 @@ export interface IEditorGraphState {
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hideInstancedMeshes: boolean;
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}
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export declare class EditorGraph extends Component<IEditorGraphProps, IEditorGraphState> {
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private _soundsList;
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_nodeToCopyTransform: Node | null;
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_objectsToCopy: TreeNodeInfo<unknown>[];
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constructor(props: IEditorGraphProps);
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@@ -50,7 +49,7 @@ export declare class EditorGraph extends Component<IEditorGraphProps, IEditorGra
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* become unselected to have only the given node selected. All parents are expanded.
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* @param node defines the reference tot the node to select in the graph.
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*/
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setSelectedNode(node: Node |
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setSelectedNode(node: Node | IParticleSystem | Sprite): void;
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/**
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* Returns whether or not the given node is selected in the graph.
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* @param nodeData defines the reference to the node data to check.
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@@ -60,7 +59,7 @@ export declare class EditorGraph extends Component<IEditorGraphProps, IEditorGra
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* Sets the given node selected in the graph. All other selected nodes remain selected.
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* @param node defines the reference to the node to select in the graph.
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*/
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addToSelectedNodes(node: Node |
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addToSelectedNodes(node: Node | IParticleSystem | Sprite): void;
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/**
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* Returns the list of all selected nodes
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*/
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_forEachNode(nodes: TreeNodeInfo[] | undefined, callback: (node: TreeNodeInfo, index: number) => void): void;
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private _parseSkeletonNode;
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private _getSkeletonNode;
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private _parseSoundNode;
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private _getSoundNode;
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private _getParticleSystemNode;
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private _getSpriteNode;
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private _parseGuiNode;
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import { Scene, Node, IParticleSystem
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import { Scene, Node, IParticleSystem } from "babylonjs";
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import { IEditorInspectorFieldProps } from "./field";
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export interface IEditorInspectorSceneEntityFieldProps<T = Node | IParticleSystem
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export interface IEditorInspectorSceneEntityFieldProps<T = Node | IParticleSystem> extends IEditorInspectorFieldProps {
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scene: Scene;
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type?: "node" | "particleSystem" | "sound";
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onChange?: (value: T | null) => void;
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}
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export declare function EditorInspectorSceneEntityField<T extends Node | IParticleSystem
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export declare function EditorInspectorSceneEntityField<T extends Node | IParticleSystem>(props: IEditorInspectorSceneEntityFieldProps<T>): import("react/jsx-runtime").JSX.Element;
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import { Scene, TransformNode, StaticSound } from "babylonjs";
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import { Scene, TransformNode, StaticSound, IStaticSoundStopOptions, IStaticSoundPlayOptions } from "babylonjs";
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export declare class SoundNode extends TransformNode {
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/**
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* Defines the reference to the sound associated with this node.
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set panningModel(value: PanningModelType);
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get distanceModel(): DistanceModelType;
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set distanceModel(value: DistanceModelType);
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play(options?: Partial<IStaticSoundPlayOptions>): void;
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stop(options?: Partial<IStaticSoundStopOptions>): void;
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disposeSound(): void;
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/**
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* Releases resources associated with this scene link.
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export * from "./tools/material/extract";
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export * from "./tools/mesh/collision";
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export * from "./tools/scene/materials";
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export * from "./tools/sound/tools";
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export * from "./tools/guards/material";
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export * from "./tools/guards/math";
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export * from "./tools/guards/nodes";
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import { Sound } from "babylonjs";
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import { SoundNode } from "../../editor/nodes/sound";
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/**
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* Returns wether or not the given object is a Sound.
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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 isSound(object: any): object is Sound;
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/**
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* Returns wether or not the given object is a SoundNode.
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* @param object defines the reference to the object to test its class name.
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package/package.json
CHANGED
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import { Component, ReactNode } from "react";
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import { Sound } from "babylonjs";
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import { IEditorInspectorImplementationProps } from "../inspector";
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export declare class EditorSoundInspector extends Component<IEditorInspectorImplementationProps<Sound>> {
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/**
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* Returns whether or not the given object is supported by this inspector.
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* @param object defines the object to check.
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* @returns true if the object is supported by this inspector.
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*/
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static IsSupported(object: unknown): boolean;
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render(): ReactNode;
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componentWillUnmount(): void;
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private _handleCopyName;
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private _handlePlay;
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private _handleStop;
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private _handleReload;
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}
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import { Component, ReactNode } from "react";
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import { Sound } from "babylonjs";
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export interface IEditorSpatialSoundInspectorComponentProps {
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sound: Sound;
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}
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export declare class EditorSpatialSoundInspectorComponent extends Component<IEditorSpatialSoundInspectorComponentProps> {
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render(): ReactNode;
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private _getDistanceModelComponent;
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private _getMaxDistanceComponent;
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private _getRollOffFactorComponent;
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private _getRefDistanceComponent;
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private _getPanningModelComponent;
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private _updateOptions;
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}
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import { Scene } from "babylonjs";
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import { Editor } from "../../../editor/main";
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import { ISceneLoaderPluginOptions } from "../scene";
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export declare function loadSounds(editor: Editor, soundFiles: string[], scene: Scene, options: ISceneLoaderPluginOptions): Promise<void>;
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import { Scene, Sound } from "babylonjs";
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import { Editor } from "../../editor/main";
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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): Sound | null;
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/**
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* Reloads the given sound. This is useful when the sound has been modified externally and needs to be reloaded in the editor.
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* @param editor defines the reference to the editor.
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* @param sound defines the reference to the sound to reload.
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* @returns the new sound instance.
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*/
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export declare function reloadSound(editor: Editor, sound: Sound): Sound | null;
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