declare module 'babylonjs/additionalRenderingPipeline' { class SSAORenderingPipeline extends PostProcessRenderPipeline { /** * The PassPostProcess id in the pipeline that contains the original scene color * @type {string} */ SSAOOriginalSceneColorEffect: string; /** * The SSAO PostProcess id in the pipeline * @type {string} */ SSAORenderEffect: string; /** * The horizontal blur PostProcess id in the pipeline * @type {string} */ SSAOBlurHRenderEffect: string; /** * The vertical blur PostProcess id in the pipeline * @type {string} */ SSAOBlurVRenderEffect: string; /** * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect) * @type {string} */ SSAOCombineRenderEffect: string; /** * The output strength of the SSAO post-process. Default value is 1.0. * @type {number} */ totalStrength: number; /** * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006 * @type {number} */ radius: number; /** * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel * Must not be equal to fallOff and superior to fallOff. * Default value is 0.975 * @type {number} */ area: number; /** * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel * Must not be equal to area and inferior to area. * Default value is 0.0 * @type {number} */ fallOff: number; /** * The base color of the SSAO post-process * The final result is "base + ssao" between [0, 1] * @type {number} */ base: number; private _scene; private _depthTexture; private _randomTexture; private _originalColorPostProcess; private _ssaoPostProcess; private _blurHPostProcess; private _blurVPostProcess; private _ssaoCombinePostProcess; private _firstUpdate; /** * @constructor * @param {string} name - The rendering pipeline name * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 } * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]); /** * Removes the internal pipeline assets and detatches the pipeline from the scene cameras */ dispose(disableDepthRender?: boolean): void; private _createBlurPostProcess(ratio); _rebuild(): void; private _createSSAOPostProcess(ratio); private _createSSAOCombinePostProcess(ratio); private _createRandomTexture(); } } declare module 'babylonjs/additionalRenderingPipeline' { class SSAO2RenderingPipeline extends PostProcessRenderPipeline { /** * The PassPostProcess id in the pipeline that contains the original scene color * @type {string} */ SSAOOriginalSceneColorEffect: string; /** * The SSAO PostProcess id in the pipeline * @type {string} */ SSAORenderEffect: string; /** * The horizontal blur PostProcess id in the pipeline * @type {string} */ SSAOBlurHRenderEffect: string; /** * The vertical blur PostProcess id in the pipeline * @type {string} */ SSAOBlurVRenderEffect: string; /** * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect) * @type {string} */ SSAOCombineRenderEffect: string; /** * The output strength of the SSAO post-process. Default value is 1.0. * @type {number} */ totalStrength: number; /** * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change. * @type {number} */ maxZ: number; /** * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much * @type {number} */ minZAspect: number; /** * Number of samples used for the SSAO calculations. Default value is 8 * @type {number} */ private _samples; /** * Dynamically generated sphere sampler. * @type {number[]} */ private _sampleSphere; /** * Blur filter offsets * @type {number[]} */ private _samplerOffsets; samples: number; /** * Are we using bilateral blur ? * @type {boolean} */ private _expensiveBlur; expensiveBlur: boolean; /** * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0 * @type {number} */ radius: number; /** * The base color of the SSAO post-process * The final result is "base + ssao" between [0, 1] * @type {number} */ base: number; /** * Support test. * @type {boolean} */ static readonly IsSupported: boolean; private _scene; private _depthTexture; private _normalTexture; private _randomTexture; private _originalColorPostProcess; private _ssaoPostProcess; private _blurHPostProcess; private _blurVPostProcess; private _ssaoCombinePostProcess; private _firstUpdate; /** * @constructor * @param {string} name - The rendering pipeline name * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 } * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]); /** * Removes the internal pipeline assets and detatches the pipeline from the scene cameras */ dispose(disableGeometryBufferRenderer?: boolean): void; private _createBlurPostProcess(ssaoRatio, blurRatio); _rebuild(): void; private _generateHemisphere(); private _createSSAOPostProcess(ratio); private _createSSAOCombinePostProcess(ratio); private _createRandomTexture(); } } declare module 'babylonjs/additionalRenderingPipeline' { class LensRenderingPipeline extends PostProcessRenderPipeline { /** * The chromatic aberration PostProcess id in the pipeline * @type {string} */ LensChromaticAberrationEffect: string; /** * The highlights enhancing PostProcess id in the pipeline * @type {string} */ HighlightsEnhancingEffect: string; /** * The depth-of-field PostProcess id in the pipeline * @type {string} */ LensDepthOfFieldEffect: string; private _scene; private _depthTexture; private _grainTexture; private _chromaticAberrationPostProcess; private _highlightsPostProcess; private _depthOfFieldPostProcess; private _edgeBlur; private _grainAmount; private _chromaticAberration; private _distortion; private _highlightsGain; private _highlightsThreshold; private _dofDistance; private _dofAperture; private _dofDarken; private _dofPentagon; private _blurNoise; /** * @constructor * * Effect parameters are as follow: * { * chromatic_aberration: number; // from 0 to x (1 for realism) * edge_blur: number; // from 0 to x (1 for realism) * distortion: number; // from 0 to x (1 for realism) * grain_amount: number; // from 0 to 1 * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default) * dof_aperture: number; // depth-of-field: focus blur bias (default: 1) * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default) * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default) * dof_threshold: number; // depth-of-field: highlights threshold (default: 1) * blur_noise: boolean; // add a little bit of noise to the blur (default: true) * } * Note: if an effect parameter is unset, effect is disabled * * @param {string} name - The rendering pipeline name * @param {object} parameters - An object containing all parameters (see above) * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]); setEdgeBlur(amount: number): void; disableEdgeBlur(): void; setGrainAmount(amount: number): void; disableGrain(): void; setChromaticAberration(amount: number): void; disableChromaticAberration(): void; setEdgeDistortion(amount: number): void; disableEdgeDistortion(): void; setFocusDistance(amount: number): void; disableDepthOfField(): void; setAperture(amount: number): void; setDarkenOutOfFocus(amount: number): void; enablePentagonBokeh(): void; disablePentagonBokeh(): void; enableNoiseBlur(): void; disableNoiseBlur(): void; setHighlightsGain(amount: number): void; setHighlightsThreshold(amount: number): void; disableHighlights(): void; /** * Removes the internal pipeline assets and detaches the pipeline from the scene cameras */ dispose(disableDepthRender?: boolean): void; private _createChromaticAberrationPostProcess(ratio); private _createHighlightsPostProcess(ratio); private _createDepthOfFieldPostProcess(ratio); private _createGrainTexture(); } } declare module 'babylonjs/additionalRenderingPipeline' { class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable { /** * Public members */ originalPostProcess: Nullable; downSampleX4PostProcess: Nullable; brightPassPostProcess: Nullable; blurHPostProcesses: PostProcess[]; blurVPostProcesses: PostProcess[]; textureAdderPostProcess: Nullable; volumetricLightPostProcess: Nullable; volumetricLightSmoothXPostProcess: Nullable; volumetricLightSmoothYPostProcess: Nullable; volumetricLightMergePostProces: Nullable; volumetricLightFinalPostProcess: Nullable; luminancePostProcess: Nullable; luminanceDownSamplePostProcesses: PostProcess[]; hdrPostProcess: Nullable; textureAdderFinalPostProcess: Nullable; lensFlareFinalPostProcess: Nullable; hdrFinalPostProcess: Nullable; lensFlarePostProcess: Nullable; lensFlareComposePostProcess: Nullable; motionBlurPostProcess: Nullable; depthOfFieldPostProcess: Nullable; brightThreshold: number; blurWidth: number; horizontalBlur: boolean; exposure: number; lensTexture: Nullable; volumetricLightCoefficient: number; volumetricLightPower: number; volumetricLightBlurScale: number; sourceLight: Nullable; hdrMinimumLuminance: number; hdrDecreaseRate: number; hdrIncreaseRate: number; lensColorTexture: Nullable; lensFlareStrength: number; lensFlareGhostDispersal: number; lensFlareHaloWidth: number; lensFlareDistortionStrength: number; lensStarTexture: Nullable; lensFlareDirtTexture: Nullable; depthOfFieldDistance: number; depthOfFieldBlurWidth: number; motionStrength: number; animations: Animation[]; /** * Private members */ private _scene; private _currentDepthOfFieldSource; private _basePostProcess; private _hdrCurrentLuminance; private _floatTextureType; private _ratio; private _bloomEnabled; private _depthOfFieldEnabled; private _vlsEnabled; private _lensFlareEnabled; private _hdrEnabled; private _motionBlurEnabled; private _motionBlurSamples; private _volumetricLightStepsCount; BloomEnabled: boolean; DepthOfFieldEnabled: boolean; LensFlareEnabled: boolean; HDREnabled: boolean; VLSEnabled: boolean; MotionBlurEnabled: boolean; volumetricLightStepsCount: number; motionBlurSamples: number; /** * @constructor * @param {string} name - The rendering pipeline name * @param {BABYLON.Scene} scene - The scene linked to this pipeline * @param {any} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to */ constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable, cameras?: Camera[]); private _buildPipeline(); private _createDownSampleX4PostProcess(scene, ratio); private _createBrightPassPostProcess(scene, ratio); private _createBlurPostProcesses(scene, ratio, indice, blurWidthKey?); private _createTextureAdderPostProcess(scene, ratio); private _createVolumetricLightPostProcess(scene, ratio); private _createLuminancePostProcesses(scene, textureType); private _createHdrPostProcess(scene, ratio); private _createLensFlarePostProcess(scene, ratio); private _createDepthOfFieldPostProcess(scene, ratio); private _createMotionBlurPostProcess(scene, ratio); private _getDepthTexture(); private _disposePostProcesses(); dispose(): void; serialize(): any; /** * Static members */ static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline; static LuminanceSteps: number; } } 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 {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 {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';