declare module 'babylonjs/actions' { class Condition { _actionManager: ActionManager; _evaluationId: number; _currentResult: boolean; constructor(actionManager: ActionManager); isValid(): boolean; _getProperty(propertyPath: string): string; _getEffectiveTarget(target: any, propertyPath: string): any; serialize(): any; protected _serialize(serializedCondition: any): any; } class ValueCondition extends Condition { propertyPath: string; value: any; operator: number; private static _IsEqual; private static _IsDifferent; private static _IsGreater; private static _IsLesser; static readonly IsEqual: number; static readonly IsDifferent: number; static readonly IsGreater: number; static readonly IsLesser: number; _actionManager: ActionManager; private _target; private _effectiveTarget; private _property; constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number); isValid(): boolean; serialize(): any; static GetOperatorName(operator: number): string; } class PredicateCondition extends Condition { predicate: () => boolean; _actionManager: ActionManager; constructor(actionManager: ActionManager, predicate: () => boolean); isValid(): boolean; } class StateCondition extends Condition { value: string; _actionManager: ActionManager; private _target; constructor(actionManager: ActionManager, target: any, value: string); isValid(): boolean; serialize(): any; } } declare module 'babylonjs/actions' { class Action { triggerOptions: any; trigger: number; _actionManager: ActionManager; private _nextActiveAction; private _child; private _condition?; private _triggerParameter; onBeforeExecuteObservable: Observable; constructor(triggerOptions: any, condition?: Condition); _prepare(): void; getTriggerParameter(): any; _executeCurrent(evt?: ActionEvent): void; execute(evt?: ActionEvent): void; skipToNextActiveAction(): void; then(action: Action): Action; _getProperty(propertyPath: string): string; _getEffectiveTarget(target: any, propertyPath: string): any; serialize(parent: any): any; protected _serialize(serializedAction: any, parent?: any): any; static _SerializeValueAsString: (value: any) => string; static _GetTargetProperty: (target: Node | Scene) => { name: string; targetType: string; value: string; }; } } declare module 'babylonjs/actions' { /** * ActionEvent is the event beint sent when an action is triggered. */ class ActionEvent { source: any; pointerX: number; pointerY: number; meshUnderPointer: Nullable; sourceEvent: any; additionalData: any; /** * @param source The mesh or sprite that triggered the action. * @param pointerX The X mouse cursor position at the time of the event * @param pointerY The Y mouse cursor position at the time of the event * @param meshUnderPointer The mesh that is currently pointed at (can be null) * @param sourceEvent the original (browser) event that triggered the ActionEvent */ constructor(source: any, pointerX: number, pointerY: number, meshUnderPointer: Nullable, sourceEvent?: any, additionalData?: any); /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source mesh that triggered the event * @param evt {Event} The original (browser) event */ static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent; /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source sprite that triggered the event * @param scene Scene associated with the sprite * @param evt {Event} The original (browser) event */ static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent; /** * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew * @param scene the scene where the event occurred * @param evt {Event} The original (browser) event */ static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent; static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent; } /** * Action Manager manages all events to be triggered on a given mesh or the global scene. * A single scene can have many Action Managers to handle predefined actions on specific meshes. */ class ActionManager { private static _NothingTrigger; private static _OnPickTrigger; private static _OnLeftPickTrigger; private static _OnRightPickTrigger; private static _OnCenterPickTrigger; private static _OnPickDownTrigger; private static _OnDoublePickTrigger; private static _OnPickUpTrigger; private static _OnLongPressTrigger; private static _OnPointerOverTrigger; private static _OnPointerOutTrigger; private static _OnEveryFrameTrigger; private static _OnIntersectionEnterTrigger; private static _OnIntersectionExitTrigger; private static _OnKeyDownTrigger; private static _OnKeyUpTrigger; private static _OnPickOutTrigger; static readonly NothingTrigger: number; static readonly OnPickTrigger: number; static readonly OnLeftPickTrigger: number; static readonly OnRightPickTrigger: number; static readonly OnCenterPickTrigger: number; static readonly OnPickDownTrigger: number; static readonly OnDoublePickTrigger: number; static readonly OnPickUpTrigger: number; static readonly OnPickOutTrigger: number; static readonly OnLongPressTrigger: number; static readonly OnPointerOverTrigger: number; static readonly OnPointerOutTrigger: number; static readonly OnEveryFrameTrigger: number; static readonly OnIntersectionEnterTrigger: number; static readonly OnIntersectionExitTrigger: number; static readonly OnKeyDownTrigger: number; static readonly OnKeyUpTrigger: number; static Triggers: { [key: string]: number; }; actions: Action[]; hoverCursor: string; private _scene; constructor(scene: Scene); dispose(): void; getScene(): Scene; /** * Does this action manager handles actions of any of the given triggers * @param {number[]} triggers - the triggers to be tested * @return {boolean} whether one (or more) of the triggers is handeled */ hasSpecificTriggers(triggers: number[]): boolean; /** * Does this action manager handles actions of a given trigger * @param {number} trigger - the trigger to be tested * @return {boolean} whether the trigger is handeled */ hasSpecificTrigger(trigger: number): boolean; /** * Does this action manager has pointer triggers * @return {boolean} whether or not it has pointer triggers */ readonly hasPointerTriggers: boolean; /** * Does this action manager has pick triggers * @return {boolean} whether or not it has pick triggers */ readonly hasPickTriggers: boolean; /** * Does exist one action manager with at least one trigger * @return {boolean} whether or not it exists one action manager with one trigger **/ static readonly HasTriggers: boolean; /** * Does exist one action manager with at least one pick trigger * @return {boolean} whether or not it exists one action manager with one pick trigger **/ static readonly HasPickTriggers: boolean; /** * Does exist one action manager that handles actions of a given trigger * @param {number} trigger - the trigger to be tested * @return {boolean} whether the trigger is handeled by at least one action manager **/ static HasSpecificTrigger(trigger: number): boolean; /** * Registers an action to this action manager * @param {BABYLON.Action} action - the action to be registered * @return {BABYLON.Action} the action amended (prepared) after registration */ registerAction(action: Action): Nullable; /** * Process a specific trigger * @param {number} trigger - the trigger to process * @param evt {BABYLON.ActionEvent} the event details to be processed */ processTrigger(trigger: number, evt?: ActionEvent): void; _getEffectiveTarget(target: any, propertyPath: string): any; _getProperty(propertyPath: string): string; serialize(name: string): any; static Parse(parsedActions: any, object: Nullable, scene: Scene): void; static GetTriggerName(trigger: number): string; } } declare module 'babylonjs/actions' { class InterpolateValueAction extends Action { propertyPath: string; value: any; duration: number; stopOtherAnimations: boolean | undefined; onInterpolationDone: (() => void) | undefined; private _target; private _effectiveTarget; private _property; onInterpolationDoneObservable: Observable; constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean | undefined, onInterpolationDone?: (() => void) | undefined); _prepare(): void; execute(): void; serialize(parent: any): any; } } declare module 'babylonjs/actions' { class SwitchBooleanAction extends Action { propertyPath: string; private _target; private _effectiveTarget; private _property; constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class SetStateAction extends Action { value: string; private _target; constructor(triggerOptions: any, target: any, value: string, condition?: Condition); execute(): void; serialize(parent: any): any; } class SetValueAction extends Action { propertyPath: string; value: any; private _target; private _effectiveTarget; private _property; constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class IncrementValueAction extends Action { propertyPath: string; value: any; private _target; private _effectiveTarget; private _property; constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class PlayAnimationAction extends Action { from: number; to: number; loop: boolean | undefined; private _target; constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean | undefined, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class StopAnimationAction extends Action { private _target; constructor(triggerOptions: any, target: any, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class DoNothingAction extends Action { constructor(triggerOptions?: any, condition?: Condition); execute(): void; serialize(parent: any): any; } class CombineAction extends Action { children: Action[]; constructor(triggerOptions: any, children: Action[], condition?: Condition); _prepare(): void; execute(evt: ActionEvent): void; serialize(parent: any): any; } class ExecuteCodeAction extends Action { func: (evt: ActionEvent) => void; constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition); execute(evt: ActionEvent): void; } class SetParentAction extends Action { private _parent; private _target; constructor(triggerOptions: any, target: any, parent: any, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class PlaySoundAction extends Action { private _sound; constructor(triggerOptions: any, sound: Sound, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } class StopSoundAction extends Action { private _sound; constructor(triggerOptions: any, sound: Sound, condition?: Condition); _prepare(): void; execute(): void; serialize(parent: any): any; } } import {EffectFallbacks,EffectCreationOptions,Effect,Nullable,float,double,int,FloatArray,IndicesArray,KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre,PointerEventTypes,PointerInfoBase,PointerInfoPre,PointerInfo,ToGammaSpace,ToLinearSpace,Epsilon,Color3,Color4,Vector2,Vector3,Vector4,ISize,Size,Quaternion,Matrix,Plane,Viewport,Frustum,Space,Axis,BezierCurve,Orientation,Angle,Arc2,Path2,Path3D,Curve3,PositionNormalVertex,PositionNormalTextureVertex,Tmp,Scalar,expandToProperty,serialize,serializeAsTexture,serializeAsColor3,serializeAsFresnelParameters,serializeAsVector2,serializeAsVector3,serializeAsMeshReference,serializeAsColorCurves,serializeAsColor4,serializeAsImageProcessingConfiguration,serializeAsQuaternion,SerializationHelper,EventState,Observer,MultiObserver,Observable,SmartArray,SmartArrayNoDuplicate,IAnimatable,LoadFileError,RetryStrategy,IFileRequest,Tools,PerfCounter,className,AsyncLoop,_AlphaState,_DepthCullingState,_StencilState,InstancingAttributeInfo,RenderTargetCreationOptions,EngineCapabilities,EngineOptions,IDisplayChangedEventArgs,Engine,Node,BoundingSphere,BoundingBox,ICullable,BoundingInfo,TransformNode,AbstractMesh,Light,Camera,RenderingManager,RenderingGroup,IDisposable,IActiveMeshCandidateProvider,RenderingGroupInfo,Scene,Buffer,VertexBuffer,InternalTexture,BaseTexture,Texture,_InstancesBatch,Mesh,BaseSubMesh,SubMesh,MaterialDefines,Material,UniformBuffer,IGetSetVerticesData,VertexData,Geometry,_PrimitiveGeometry,RibbonGeometry,BoxGeometry,SphereGeometry,DiscGeometry,CylinderGeometry,TorusGeometry,GroundGeometry,TiledGroundGeometry,PlaneGeometry,TorusKnotGeometry,PostProcessManager,PerformanceMonitor,RollingAverage,IImageProcessingConfigurationDefines,ImageProcessingConfiguration,ColorGradingTexture,ColorCurves,Behavior,MaterialHelper,PushMaterial,StandardMaterialDefines,StandardMaterial} from 'babylonjs/core'; import {EngineInstrumentation,SceneInstrumentation,_TimeToken} from 'babylonjs/instrumentation'; import {Particle,IParticleSystem,ParticleSystem,BoxParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,IParticleEmitterType} from 'babylonjs/particles'; import {GPUParticleSystem} from 'babylonjs/gpuParticles'; import {FramingBehavior,BouncingBehavior,AutoRotationBehavior} from 'babylonjs/cameraBehaviors'; import {NullEngineOptions,NullEngine} from 'babylonjs/nullEngine'; import {TextureTools} from 'babylonjs/textureTools'; import {SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem} from 'babylonjs/solidParticles'; import {Collider,CollisionWorker,ICollisionCoordinator,SerializedMesh,SerializedSubMesh,SerializedGeometry,BabylonMessage,SerializedColliderToWorker,WorkerTaskType,WorkerReply,CollisionReplyPayload,InitPayload,CollidePayload,UpdatePayload,WorkerReplyType,CollisionCoordinatorWorker,CollisionCoordinatorLegacy} from 'babylonjs/collisions'; import {IntersectionInfo,PickingInfo,Ray} from 'babylonjs/picking'; import {SpriteManager,Sprite} from 'babylonjs/sprites'; import {AnimationRange,AnimationEvent,PathCursor,Animation,TargetedAnimation,AnimationGroup,RuntimeAnimation,Animatable,IEasingFunction,EasingFunction,CircleEase,BackEase,BounceEase,CubicEase,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase,BezierCurveEase} from 'babylonjs/animations'; import {GroundMesh,InstancedMesh,LinesMesh} from 'babylonjs/additionalMeshes'; import {ShaderMaterial} from 'babylonjs/shaderMaterial'; import {MeshBuilder} from 'babylonjs/meshBuilder'; import {PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial} from 'babylonjs/pbrMaterial'; import {CameraInputTypes,ICameraInput,CameraInputsMap,CameraInputsManager,TargetCamera} from 'babylonjs/targetCamera'; import {ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera} from 'babylonjs/arcRotateCamera'; import {FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera} from 'babylonjs/freeCamera'; import {HemisphericLight} from 'babylonjs/hemisphericLight'; import {IShadowLight,ShadowLight,PointLight} from 'babylonjs/pointLight'; import {DirectionalLight} from 'babylonjs/directionalLight'; import {SpotLight} from 'babylonjs/spotLight'; import {CubeTexture,RenderTargetTexture,IMultiRenderTargetOptions,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture} from 'babylonjs/additionalTextures'; import {AudioEngine,Sound,SoundTrack,Analyser} from 'babylonjs/audio'; import {ILoadingScreen,DefaultLoadingScreen,SceneLoaderProgressEvent,ISceneLoaderPluginExtensions,ISceneLoaderPluginFactory,ISceneLoaderPlugin,ISceneLoaderPluginAsync,SceneLoader,FilesInput} from 'babylonjs/loader'; import {IShadowGenerator,ShadowGenerator} from 'babylonjs/shadows'; import {StringDictionary} from 'babylonjs/stringDictionary'; import {Tags,AndOrNotEvaluator} from 'babylonjs/userData'; import {FresnelParameters} from 'babylonjs/fresnel'; import {MultiMaterial} from 'babylonjs/multiMaterial'; import {Database} from 'babylonjs/offline'; import {FreeCameraTouchInput,TouchCamera} from 'babylonjs/touchCamera'; import {ProceduralTexture,CustomProceduralTexture} from 'babylonjs/procedural'; import {FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,GamepadButtonChanges,Gamepad,GenericPad,Xbox360Button,Xbox360Dpad,Xbox360Pad,PoseEnabledControllerType,MutableGamepadButton,ExtendedGamepadButton,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController} from 'babylonjs/gamepad'; import {FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera} from 'babylonjs/additionalCameras'; import {DepthRenderer} from 'babylonjs/depthRenderer'; import {GeometryBufferRenderer} from 'babylonjs/geometryBufferRenderer'; import {PostProcessOptions,PostProcess,PassPostProcess} from 'babylonjs/postProcesses'; import {BlurPostProcess} from 'babylonjs/additionalPostProcess_blur'; import {FxaaPostProcess} from 'babylonjs/additionalPostProcess_fxaa'; import {HighlightsPostProcess} from 'babylonjs/additionalPostProcess_highlights'; import {RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemappingOperator,TonemapPostProcess,DisplayPassPostProcess,ImageProcessingPostProcess} from 'babylonjs/additionalPostProcesses'; import {PostProcessRenderPipelineManager,PostProcessRenderPass,PostProcessRenderEffect,PostProcessRenderPipeline} from 'babylonjs/renderingPipeline'; import {SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline} from 'babylonjs/additionalRenderingPipeline'; import {DefaultRenderingPipeline} from 'babylonjs/defaultRenderingPipeline'; import {Bone,BoneIKController,BoneLookController,Skeleton} from 'babylonjs/bones'; import {SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,CubeMapInfo,PanoramaToCubeMapTools,HDRInfo,HDRTools,HDRCubeTexture} from 'babylonjs/hdr'; import {CSG} from 'babylonjs/csg'; import {Polygon,PolygonMeshBuilder} from 'babylonjs/polygonMesh'; import {LensFlare,LensFlareSystem} from 'babylonjs/lensFlares'; import {PhysicsJointData,PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,IMotorEnabledJoint,DistanceJointData,SpringJointData,PhysicsImpostorParameters,IPhysicsEnabledObject,PhysicsImpostor,PhysicsImpostorJoint,PhysicsEngine,IPhysicsEnginePlugin,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,PhysicsRadialImpulseFalloff,PhysicsUpdraftMode,PhysicsForceAndContactPoint,PhysicsRadialExplosionEventData,PhysicsGravitationalFieldEventData,PhysicsUpdraftEventData,PhysicsVortexEventData,CannonJSPlugin,OimoJSPlugin} from 'babylonjs/physics'; import {TGATools,DDSInfo,DDSTools,KhronosTextureContainer} from 'babylonjs/textureFormats'; import {Debug,RayHelper,DebugLayer,BoundingBoxRenderer} from 'babylonjs/debug'; import {MorphTarget,MorphTargetManager} from 'babylonjs/morphTargets'; import {IOctreeContainer,Octree,OctreeBlock} from 'babylonjs/octrees'; import {SIMDHelper} from 'babylonjs/simd'; import {VRDistortionCorrectionPostProcess,AnaglyphPostProcess,StereoscopicInterlacePostProcess,FreeCameraDeviceOrientationInput,ArcRotateCameraVRDeviceOrientationInput,VRCameraMetrics,DevicePose,PoseControlled,WebVROptions,WebVRFreeCamera,DeviceOrientationCamera,VRDeviceOrientationFreeCamera,VRDeviceOrientationGamepadCamera,VRDeviceOrientationArcRotateCamera,AnaglyphFreeCamera,AnaglyphArcRotateCamera,AnaglyphGamepadCamera,AnaglyphUniversalCamera,StereoscopicFreeCamera,StereoscopicArcRotateCamera,StereoscopicGamepadCamera,StereoscopicUniversalCamera,VRTeleportationOptions,VRExperienceHelperOptions,VRExperienceHelper} from 'babylonjs/vr'; import {JoystickAxis,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput} from 'babylonjs/virtualJoystick'; import {ISimplifier,ISimplificationSettings,SimplificationSettings,ISimplificationTask,SimplificationQueue,SimplificationType,DecimationTriangle,DecimationVertex,QuadraticMatrix,Reference,QuadraticErrorSimplification,MeshLODLevel,SceneOptimization,TextureOptimization,HardwareScalingOptimization,ShadowsOptimization,PostProcessesOptimization,LensFlaresOptimization,ParticlesOptimization,RenderTargetsOptimization,MergeMeshesOptimization,SceneOptimizerOptions,SceneOptimizer} from 'babylonjs/optimizations'; import {OutlineRenderer,EdgesRenderer,IHighlightLayerOptions,HighlightLayer} from 'babylonjs/highlights'; import {SceneSerializer} from 'babylonjs/serialization'; import {AssetTaskState,AbstractAssetTask,IAssetsProgressEvent,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,ITextureAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager} from 'babylonjs/assetsManager'; import {ReflectionProbe} from 'babylonjs/probes'; import {BackgroundMaterial} from 'babylonjs/backgroundMaterial'; import {Layer} from 'babylonjs/layer'; import {IEnvironmentHelperOptions,EnvironmentHelper} from 'babylonjs/environmentHelper';