declare module 'babylonjs/additionalMeshes' { class GroundMesh extends Mesh { generateOctree: boolean; private _heightQuads; _subdivisionsX: number; _subdivisionsY: number; _width: number; _height: number; _minX: number; _maxX: number; _minZ: number; _maxZ: number; constructor(name: string, scene: Scene); getClassName(): string; readonly subdivisions: number; readonly subdivisionsX: number; readonly subdivisionsY: number; optimize(chunksCount: number, octreeBlocksSize?: number): void; /** * Returns a height (y) value in the Worl system : * the ground altitude at the coordinates (x, z) expressed in the World system. * Returns the ground y position if (x, z) are outside the ground surface. */ getHeightAtCoordinates(x: number, z: number): number; /** * Returns a normalized vector (Vector3) orthogonal to the ground * at the ground coordinates (x, z) expressed in the World system. * Returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface. */ getNormalAtCoordinates(x: number, z: number): Vector3; /** * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground * at the ground coordinates (x, z) expressed in the World system. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface. * Returns the GroundMesh. */ getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh; /** * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates() * if the ground has been updated. * This can be used in the render loop. * Returns the GroundMesh. */ updateCoordinateHeights(): GroundMesh; private _getFacetAt(x, z); private _initHeightQuads(); private _computeHeightQuads(); serialize(serializationObject: any): void; static Parse(parsedMesh: any, scene: Scene): GroundMesh; } } declare module 'babylonjs/additionalMeshes' { /** * Creates an instance based on a source mesh. */ class InstancedMesh extends AbstractMesh { private _sourceMesh; private _currentLOD; constructor(name: string, source: Mesh); /** * Returns the string "InstancedMesh". */ getClassName(): string; readonly receiveShadows: boolean; readonly material: Nullable; readonly visibility: number; readonly skeleton: Nullable; readonly renderingGroupId: number; /** * Returns the total number of vertices (integer). */ getTotalVertices(): number; readonly sourceMesh: Mesh; /** * Returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc. */ getVerticesData(kind: string, copyWhenShared?: boolean): Nullable; /** * Sets the vertex data of the mesh geometry for the requested `kind`. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data. * The `data` are either a numeric array either a Float32Array. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc). * Note that a new underlying VertexBuffer object is created each call. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed. * * Possible `kind` values : * - BABYLON.VertexBuffer.PositionKind * - BABYLON.VertexBuffer.UVKind * - BABYLON.VertexBuffer.UV2Kind * - BABYLON.VertexBuffer.UV3Kind * - BABYLON.VertexBuffer.UV4Kind * - BABYLON.VertexBuffer.UV5Kind * - BABYLON.VertexBuffer.UV6Kind * - BABYLON.VertexBuffer.ColorKind * - BABYLON.VertexBuffer.MatricesIndicesKind * - BABYLON.VertexBuffer.MatricesIndicesExtraKind * - BABYLON.VertexBuffer.MatricesWeightsKind * - BABYLON.VertexBuffer.MatricesWeightsExtraKind * * Returns the Mesh. */ setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh; /** * Updates the existing vertex data of the mesh geometry for the requested `kind`. * If the mesh has no geometry, it is simply returned as it is. * The `data` are either a numeric array either a Float32Array. * No new underlying VertexBuffer object is created. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh. * * Possible `kind` values : * - BABYLON.VertexBuffer.PositionKind * - BABYLON.VertexBuffer.UVKind * - BABYLON.VertexBuffer.UV2Kind * - BABYLON.VertexBuffer.UV3Kind * - BABYLON.VertexBuffer.UV4Kind * - BABYLON.VertexBuffer.UV5Kind * - BABYLON.VertexBuffer.UV6Kind * - BABYLON.VertexBuffer.ColorKind * - BABYLON.VertexBuffer.MatricesIndicesKind * - BABYLON.VertexBuffer.MatricesIndicesExtraKind * - BABYLON.VertexBuffer.MatricesWeightsKind * - BABYLON.VertexBuffer.MatricesWeightsExtraKind * * Returns the Mesh. */ updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh; /** * Sets the mesh indices. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array). * If the mesh has no geometry, a new Geometry object is created and set to the mesh. * This method creates a new index buffer each call. * Returns the Mesh. */ setIndices(indices: IndicesArray, totalVertices?: Nullable): Mesh; /** * Boolean : True if the mesh owns the requested kind of data. */ isVerticesDataPresent(kind: string): boolean; /** * Returns an array of indices (IndicesArray). */ getIndices(): Nullable; readonly _positions: Nullable; /** * Sets a new updated BoundingInfo to the mesh. * Returns the mesh. */ refreshBoundingInfo(): InstancedMesh; _preActivate(): InstancedMesh; _activate(renderId: number): InstancedMesh; /** * Returns the current associated LOD AbstractMesh. */ getLOD(camera: Camera): AbstractMesh; _syncSubMeshes(): InstancedMesh; _generatePointsArray(): boolean; /** * Creates a new InstancedMesh from the current mesh. * - name (string) : the cloned mesh name * - newParent (optional Node) : the optional Node to parent the clone to. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned. * * Returns the clone. */ clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh; /** * Disposes the InstancedMesh. * Returns nothing. */ dispose(doNotRecurse?: boolean): void; } } declare module 'babylonjs/additionalMeshes' { class LinesMesh extends Mesh { useVertexColor: boolean | undefined; useVertexAlpha: boolean | undefined; color: Color3; alpha: number; /** * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray. * This margin is expressed in world space coordinates, so its value may vary. * Default value is 0.1 * @returns the intersection Threshold value. */ /** * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray. * This margin is expressed in world space coordinates, so its value may vary. * @param value the new threshold to apply */ intersectionThreshold: number; private _intersectionThreshold; private _colorShader; constructor(name: string, scene?: Nullable, parent?: Nullable, source?: LinesMesh, doNotCloneChildren?: boolean, useVertexColor?: boolean | undefined, useVertexAlpha?: boolean | undefined); /** * Returns the string "LineMesh" */ getClassName(): string; material: Material; readonly checkCollisions: boolean; createInstance(name: string): InstancedMesh; _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh; _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh; dispose(doNotRecurse?: boolean): void; /** * Returns a new LineMesh object cloned from the current one. */ clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh; } } 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 {Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,PlaySoundAction,StopSoundAction} from 'babylonjs/actions'; 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';