babylonjs-toolkit 9.12.101 → 9.12.1101
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/babylon.toolkit.d.ts +34 -2
- package/lib/babylon.toolkit.js +1 -1
- package/lib/index.d.ts +34 -2
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -7,7 +7,7 @@ declare namespace TOOLKIT {
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* @class SceneManager - All rights reserved (c) 2024 Mackey Kinard
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*/
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class SceneManager {
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-
/** Gets the toolkit framework version string (9.12.
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10
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/** Gets the toolkit framework version string (9.12.1101 - R1) */
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static get Version(): string;
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/** Gets the toolkit framework copyright notice */
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static get Copyright(): string;
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@@ -1983,6 +1983,29 @@ declare namespace TOOLKIT {
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1983
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* (suppressed diffuse), preserving the previous Unity behavior.
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1984
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*/
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static ApplyGlobalReflectionProbeDiffuse(texture: BABYLON.BaseTexture, scene: BABYLON.Scene, createPolynomialsFromFaces?: boolean): void;
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1986
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/** Tracks whether the global box-projection reflection shader fix has been installed (install-once). */
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1987
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private static _boxProjectionShaderPatched;
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1988
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/**
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1989
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* Installs a Unity-faithful per-pixel containment test into Babylon's shared `parallaxCorrectNormal`
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1990
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* box-projection helper (patches both the GLSL and WGSL copies of the `helperFunctions` shader include).
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1991
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*
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1992
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* Babylon applies box (local cubemap) projection to EVERY pixel of a material that has a reflection
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1993
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* bounding box, with no skybox fallback. Surfaces that sit OUTSIDE the probe box - e.g. a tall building
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1994
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* reflecting a ground-level racetrack probe - therefore hit the slab-intersection math in its invalid
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1995
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* regime (exit distance <= 0) and sample the dark box floor, turning glossy/metallic surfaces black.
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1996
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*
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1997
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* Unity instead evaluates probe contribution per-pixel: "When a pixel of an object is outside of any
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1998
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* reflection probe volume, Unity uses the skybox reflection." This injects exactly that rule - if the
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1999
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* shaded world position is outside the probe box on any axis, return the un-projected (infinite)
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2000
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* reflection vector so the pixel reflects the environment (the probe's sky hemisphere) instead of the
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2001
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* dark face. Pixels INSIDE the box are byte-for-byte unchanged, so ground reflections keep their
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2002
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* parallax correction.
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2003
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*
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2004
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* The patch is install-once, idempotent (sentinel guarded) and FAIL-SAFE: if a future Babylon release
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2005
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* renames or reformats the helper so the anchor is not found, it logs a warning and leaves the stock
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2006
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* shader untouched (reverting to Babylon's default behavior) rather than emitting a broken shader.
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2007
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* See README.md ("Box-Projected Reflection Shader Patch") for the full rationale.
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2008
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*/
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/** Defines whether this extension is enabled. */
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enabled: boolean;
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private _webgpu;
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@@ -8564,6 +8587,7 @@ declare namespace TOOLKIT {
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class NavigationAgent extends TOOLKIT.ScriptComponent {
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static TARGET_ANGLE_FACTOR: number;
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static ANGULAR_SPEED_RATIO: number;
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static BRAKING_CUSHION_FACTOR: number;
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static GLOBAL_CROWD_INSTANCE: boolean;
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private crowd;
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private type;
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@@ -8592,6 +8616,7 @@ declare namespace TOOLKIT {
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private m_reachObserver;
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private m_navMeshDestroyObserver;
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speed: number;
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reachRadius: number;
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heightOffset: number;
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angularSpeed: number;
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updatePosition: boolean;
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@@ -8600,8 +8625,10 @@ declare namespace TOOLKIT {
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velocityEpsilon: number;
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offMeshVelocity: number;
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stoppingDistance: number;
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-
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minLookAtDistance: number;
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enableLookAtDistance: boolean;
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stuckFrameThreshold: number;
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updateFlags: number;
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isReady(): boolean;
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isNavigating(): boolean;
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isTeleporting(): boolean;
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@@ -8646,7 +8673,9 @@ declare namespace TOOLKIT {
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protected destroy(): void;
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private awakeNavigationAgent;
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private updateNavigationAgent;
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private getLookAtStopDistance;
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private updateAgentParameters;
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private applyAgentUpdateFlags;
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private destroyNavigationAgent;
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/** Move agent relative to current position. */
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move(offset: BABYLON.Vector3, closetPoint?: boolean): void;
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@@ -8664,6 +8693,9 @@ declare namespace TOOLKIT {
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setOptimizationRange(range: number): void;
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/** Sets agent current collision query range (Defines how close a collision element must be before it is considered for steering behaviors). */
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setCollisionQueryRange(range: number): void;
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/** Sets the Detour crowd update flags bitmask (ANTICIPATE_TURNS=1, OBSTACLE_AVOIDANCE=2,
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8697
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* SEPARATION=4, OPTIMIZE_VIS=8, OPTIMIZE_TOPO=16). Use 0 for a single agent to avoid doorway crawl/stall. */
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setUpdateFlags(flags: number): void;
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/** Sets agent current radius. */
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setAgentRadius(radius: number): void;
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/** Sets agent current height. */
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