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4.2.0-alpha.33 (#8749)
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* 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 <ryantrem@msn.com>

* 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 <altran@microsoft.com>
Co-authored-by: Ryan Tremblay <ryantrem@msn.com>
Co-authored-by: Gary Hsu <bghgary@users.noreply.github.com>
Co-authored-by: Raanan Weber <info@raananweber.com>
Co-authored-by: Popov72 <github@evpopov.com>
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6 people committed Aug 17, 2020
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53 changes: 27 additions & 26 deletions dist/preview release/babylon.d.ts
Expand Up @@ -41410,8 +41410,8 @@ declare module BABYLON {
*/
export interface ISoundOptions {
/**
* Does the sound autoplay once loaded.
*/
* Does the sound autoplay once loaded.
*/
autoplay?: boolean;
/**
* Does the sound loop after it finishes playing once.
Expand All @@ -41434,9 +41434,9 @@ declare module BABYLON {
*/
useCustomAttenuation?: boolean;
/**
* Define the roll off factor of spatial sounds.
* @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
*/
* Define the roll off factor of spatial sounds.
* @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
*/
rolloffFactor?: number;
/**
* Define the reference distance the sound should be heard perfectly.
Expand Down Expand Up @@ -41578,13 +41578,13 @@ declare module BABYLON {
/** @hidden */
static _SceneComponentInitialization: (scene: Scene) => void;
/**
* Create a sound and attach it to a scene
* @param name Name of your sound
* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
* @param scene defines the scene the sound belongs to
* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
*/
* Create a sound and attach it to a scene
* @param name Name of your sound
* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
* @param scene defines the scene the sound belongs to
* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
*/
constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
/**
* Release the sound and its associated resources
Expand Down Expand Up @@ -41627,11 +41627,11 @@ declare module BABYLON {
*/
connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
/**
* Transform this sound into a directional source
* @param coneInnerAngle Size of the inner cone in degree
* @param coneOuterAngle Size of the outer cone in degree
* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
*/
* Transform this sound into a directional source
* @param coneInnerAngle Size of the inner cone in degree
* @param coneOuterAngle Size of the outer cone in degree
* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
*/
setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
/**
* Gets or sets the inner angle for the directional cone.
Expand Down Expand Up @@ -41669,17 +41669,17 @@ declare module BABYLON {
*/
setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
/**
* Play the sound
* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
* @param offset (optional) Start the sound at a specific time in seconds
* @param length (optional) Sound duration (in seconds)
*/
* Play the sound
* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
* @param offset (optional) Start the sound at a specific time in seconds
* @param length (optional) Sound duration (in seconds)
*/
play(time?: number, offset?: number, length?: number): void;
private _onended;
/**
* Stop the sound
* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
*/
* Stop the sound
* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
*/
stop(time?: number): void;
/**
* Put the sound in pause
Expand Down Expand Up @@ -73900,8 +73900,9 @@ declare module BABYLON {
* @param antialiasing Whether antialiasing should be turned on or not (default: false)
* @param fileName A name for for the downloaded file.
* @param renderSprites Whether the sprites should be rendered or not (default: false)
* @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
*/
static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean): void;
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;
/**
* Generates an image screenshot from the specified camera.
* @see https://doc.babylonjs.com/how_to/render_scene_on_a_png
Expand Down
2 changes: 1 addition & 1 deletion dist/preview release/babylon.js

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