Skip to content

Commit

Permalink
Merge pull request #5791 from sebavan/master
Browse files Browse the repository at this point in the history
4.0.0-alpha.21
  • Loading branch information
sebavan committed Jan 17, 2019
2 parents f595d70 + e6e1039 commit a200ce7
Show file tree
Hide file tree
Showing 25 changed files with 901 additions and 839 deletions.
234 changes: 120 additions & 114 deletions dist/preview release/babylon.d.ts
Expand Up @@ -11548,6 +11548,8 @@ declare module BABYLON {
* @see https://doc.babylonjs.com/babylon101/picking_collisions
*/
export class PickingInfo {
/** @hidden */
_pickingUnavailable: boolean;
/**
* If the pick collided with an object
*/
Expand Down Expand Up @@ -23949,8 +23951,6 @@ declare module BABYLON {
}, refQuaternion: Quaternion): Quaternion;
/** @hidden */
_processLateAnimationBindings(): void;
/** @hidden */
_animate(): void;
/**
* Will start the animation sequence of a given target
* @param target defines the target
Expand Down Expand Up @@ -32420,6 +32420,8 @@ declare module BABYLON {
* User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
*/
getDeterministicFrameTime: () => number;
/** @hidden */
_animate(): void;
/**
* Render the scene
* @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
Expand Down Expand Up @@ -38201,6 +38203,118 @@ declare module BABYLON {
}, scene: any): Mesh;
}
}
declare module BABYLON {
/**
* Manager for handling gamepads
*/
export class GamepadManager {
private _scene?;
private _babylonGamepads;
private _oneGamepadConnected;
/** @hidden */
_isMonitoring: boolean;
private _gamepadEventSupported;
private _gamepadSupport;
/**
* observable to be triggered when the gamepad controller has been connected
*/
onGamepadConnectedObservable: Observable<Gamepad>;
/**
* observable to be triggered when the gamepad controller has been disconnected
*/
onGamepadDisconnectedObservable: Observable<Gamepad>;
private _onGamepadConnectedEvent;
private _onGamepadDisconnectedEvent;
/**
* Initializes the gamepad manager
* @param _scene BabylonJS scene
*/
constructor(_scene?: Scene | undefined);
/**
* The gamepads in the game pad manager
*/
readonly gamepads: Gamepad[];
/**
* Get the gamepad controllers based on type
* @param type The type of gamepad controller
* @returns Nullable gamepad
*/
getGamepadByType(type?: number): Nullable<Gamepad>;
/**
* Disposes the gamepad manager
*/
dispose(): void;
private _addNewGamepad;
private _startMonitoringGamepads;
private _stopMonitoringGamepads;
/** @hidden */
_checkGamepadsStatus(): void;
private _updateGamepadObjects;
}
}
declare module BABYLON {
interface Scene {
/** @hidden */
_gamepadManager: Nullable<GamepadManager>;
/**
* Gets the gamepad manager associated with the scene
* @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
*/
gamepadManager: GamepadManager;
}
/**
* Interface representing a free camera inputs manager
*/
interface FreeCameraInputsManager {
/**
* Adds gamepad input support to the FreeCameraInputsManager.
* @returns the FreeCameraInputsManager
*/
addGamepad(): FreeCameraInputsManager;
}
/**
* Interface representing an arc rotate camera inputs manager
*/
interface ArcRotateCameraInputsManager {
/**
* Adds gamepad input support to the ArcRotateCamera InputManager.
* @returns the camera inputs manager
*/
addGamepad(): ArcRotateCameraInputsManager;
}
/**
* Defines the gamepad scene component responsible to manage gamepads in a given scene
*/
export class GamepadSystemSceneComponent implements ISceneComponent {
/**
* The component name helpfull to identify the component in the list of scene components.
*/
readonly name: string;
/**
* The scene the component belongs to.
*/
scene: Scene;
/**
* Creates a new instance of the component for the given scene
* @param scene Defines the scene to register the component in
*/
constructor(scene: Scene);
/**
* Registers the component in a given scene
*/
register(): void;
/**
* Rebuilds the elements related to this component in case of
* context lost for instance.
*/
rebuild(): void;
/**
* Disposes the component and the associated ressources
*/
dispose(): void;
private _beforeCameraUpdate;
}
}
declare module BABYLON {
/**
* Options to modify the vr teleportation behavior.
Expand Down Expand Up @@ -38235,6 +38349,10 @@ declare module BABYLON {
* A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
*/
floorMeshes?: Mesh[];
/**
* Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
*/
vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
}
/**
* Helps to quickly add VR support to an existing scene.
Expand Down Expand Up @@ -40874,118 +40992,6 @@ declare module BABYLON {
dispose(): void;
}
}
declare module BABYLON {
/**
* Manager for handling gamepads
*/
export class GamepadManager {
private _scene?;
private _babylonGamepads;
private _oneGamepadConnected;
/** @hidden */
_isMonitoring: boolean;
private _gamepadEventSupported;
private _gamepadSupport;
/**
* observable to be triggered when the gamepad controller has been connected
*/
onGamepadConnectedObservable: Observable<Gamepad>;
/**
* observable to be triggered when the gamepad controller has been disconnected
*/
onGamepadDisconnectedObservable: Observable<Gamepad>;
private _onGamepadConnectedEvent;
private _onGamepadDisconnectedEvent;
/**
* Initializes the gamepad manager
* @param _scene BabylonJS scene
*/
constructor(_scene?: Scene | undefined);
/**
* The gamepads in the game pad manager
*/
readonly gamepads: Gamepad[];
/**
* Get the gamepad controllers based on type
* @param type The type of gamepad controller
* @returns Nullable gamepad
*/
getGamepadByType(type?: number): Nullable<Gamepad>;
/**
* Disposes the gamepad manager
*/
dispose(): void;
private _addNewGamepad;
private _startMonitoringGamepads;
private _stopMonitoringGamepads;
/** @hidden */
_checkGamepadsStatus(): void;
private _updateGamepadObjects;
}
}
declare module BABYLON {
interface Scene {
/** @hidden */
_gamepadManager: Nullable<GamepadManager>;
/**
* Gets the gamepad manager associated with the scene
* @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
*/
gamepadManager: GamepadManager;
}
/**
* Interface representing a free camera inputs manager
*/
interface FreeCameraInputsManager {
/**
* Adds gamepad input support to the FreeCameraInputsManager.
* @returns the FreeCameraInputsManager
*/
addGamepad(): FreeCameraInputsManager;
}
/**
* Interface representing an arc rotate camera inputs manager
*/
interface ArcRotateCameraInputsManager {
/**
* Adds gamepad input support to the ArcRotateCamera InputManager.
* @returns the camera inputs manager
*/
addGamepad(): ArcRotateCameraInputsManager;
}
/**
* Defines the gamepad scene component responsible to manage gamepads in a given scene
*/
export class GamepadSystemSceneComponent implements ISceneComponent {
/**
* The component name helpfull to identify the component in the list of scene components.
*/
readonly name: string;
/**
* The scene the component belongs to.
*/
scene: Scene;
/**
* Creates a new instance of the component for the given scene
* @param scene Defines the scene to register the component in
*/
constructor(scene: Scene);
/**
* Registers the component in a given scene
*/
register(): void;
/**
* Rebuilds the elements related to this component in case of
* context lost for instance.
*/
rebuild(): void;
/**
* Disposes the component and the associated ressources
*/
dispose(): void;
private _beforeCameraUpdate;
}
}
declare module BABYLON {
/**
* Single axis scale gizmo
Expand Down
2 changes: 1 addition & 1 deletion dist/preview release/babylon.js

Large diffs are not rendered by default.

0 comments on commit a200ce7

Please sign in to comment.