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deltakoshAlex-MSFTryantrembghgaryRaananW
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4.2.0-alpha.33 (#8749)
* Expose feature points in BabylonJS as a native extension. * Expose setFeaturePointCloudEnabled in XRSession, and add it to the startup routine for the feature * Add some comments and minor cleanup * Fix some minor spacing issues * Add id to feature point data. * fix indexing of confidence value and ID. * Maintain feature point cloud across frames, signal with our collection every frame. * Change onFeaturePointsUpdatedObservable to signal with a list of updated Ids so that we can keep track what has changed between frames. * Fix doubled size array from doing both a distinct size declaration and .push. * Add in doc describing implementation of FeaturePoints into LibDeclarations. * Cleanup, make exposed array readonly and use private member variable to do internal accounting. * Updating What's new, and move private member variable to unbreak typedoc. * Apply suggestions from code review Co-authored-by: Ryan Tremblay <[email protected]> * Address PR comments. Split feature point updates into added, and updated. * Change setFeaturePointCloudEnabled to trySetFeaturePointEnabled. * Address PR comments. * Make feature names readonly. * Make it so ids do not need to be sequential. * Add option in default pipeline property grid to convert cc to gamma or linear * Nightly * Nightly * Update KHR_materials_variants to latest spec (#8739) * remove reset button for variants * Fix thin instance bounding info computation (#8740) * Nightly * Add some precision to the doc of onMeshLoaded callback / observable (#8743) * Allow enabling the stencil buffer when using CreateScreenshotUsingRenderTarget (#8748) * fix updateOptions issue (#8746) * Optional entity types array for XR hit-test * fix updateOptions issue * linting * remove unneeded character * 4.2.0-alpha.33 Co-authored-by: Alex Tran <[email protected]> Co-authored-by: Ryan Tremblay <[email protected]> Co-authored-by: Gary Hsu <[email protected]> Co-authored-by: Raanan Weber <[email protected]> Co-authored-by: Popov72 <[email protected]>
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dist/preview release/babylon.d.ts

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@@ -41410,8 +41410,8 @@ declare module BABYLON {
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*/
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export interface ISoundOptions {
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/**
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* Does the sound autoplay once loaded.
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*/
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* Does the sound autoplay once loaded.
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*/
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autoplay?: boolean;
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/**
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* Does the sound loop after it finishes playing once.
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*/
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useCustomAttenuation?: boolean;
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/**
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* Define the roll off factor of spatial sounds.
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* @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
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*/
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* Define the roll off factor of spatial sounds.
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* @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
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*/
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rolloffFactor?: number;
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/**
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* Define the reference distance the sound should be heard perfectly.
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/** @hidden */
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static _SceneComponentInitialization: (scene: Scene) => void;
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/**
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* Create a sound and attach it to a scene
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* @param name Name of your sound
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* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
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* @param scene defines the scene the sound belongs to
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* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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*/
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* Create a sound and attach it to a scene
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* @param name Name of your sound
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* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
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* @param scene defines the scene the sound belongs to
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* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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*/
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constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
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/**
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* Release the sound and its associated resources
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*/
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connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
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/**
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* Transform this sound into a directional source
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* @param coneInnerAngle Size of the inner cone in degree
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* @param coneOuterAngle Size of the outer cone in degree
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* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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*/
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* Transform this sound into a directional source
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* @param coneInnerAngle Size of the inner cone in degree
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* @param coneOuterAngle Size of the outer cone in degree
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* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
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*/
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setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
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/**
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* Gets or sets the inner angle for the directional cone.
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*/
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setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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/**
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* Play the sound
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* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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* @param offset (optional) Start the sound at a specific time in seconds
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* @param length (optional) Sound duration (in seconds)
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*/
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* Play the sound
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* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
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* @param offset (optional) Start the sound at a specific time in seconds
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* @param length (optional) Sound duration (in seconds)
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*/
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play(time?: number, offset?: number, length?: number): void;
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private _onended;
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/**
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* Stop the sound
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* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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*/
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* Stop the sound
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* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
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*/
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stop(time?: number): void;
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/**
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* Put the sound in pause
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* @param antialiasing Whether antialiasing should be turned on or not (default: false)
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* @param fileName A name for for the downloaded file.
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* @param renderSprites Whether the sprites should be rendered or not (default: false)
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* @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
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*/
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static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean): void;
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static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean, enableStencilBuffer?: boolean): void;
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/**
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* Generates an image screenshot from the specified camera.
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* @see https://doc.babylonjs.com/how_to/render_scene_on_a_png

dist/preview release/babylon.js

+1-1
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