declare module 'babylonjs/gamepad' { class FreeCameraGamepadInput implements ICameraInput { camera: FreeCamera; gamepad: Nullable; private _onGamepadConnectedObserver; private _onGamepadDisconnectedObserver; gamepadAngularSensibility: number; gamepadMoveSensibility: number; private _cameraTransform; private _deltaTransform; private _vector3; private _vector2; attachControl(element: HTMLElement, noPreventDefault?: boolean): void; detachControl(element: Nullable): void; checkInputs(): void; getClassName(): string; getSimpleName(): string; } } declare module 'babylonjs/gamepad' { class ArcRotateCameraGamepadInput implements ICameraInput { camera: ArcRotateCamera; gamepad: Nullable; private _onGamepadConnectedObserver; private _onGamepadDisconnectedObserver; gamepadRotationSensibility: number; gamepadMoveSensibility: number; attachControl(element: HTMLElement, noPreventDefault?: boolean): void; detachControl(element: Nullable): void; checkInputs(): void; getClassName(): string; getSimpleName(): string; } } declare module 'babylonjs/gamepad' { class GamepadManager { private _scene; private _babylonGamepads; private _oneGamepadConnected; _isMonitoring: boolean; private _gamepadEventSupported; private _gamepadSupport; onGamepadConnectedObservable: Observable; onGamepadDisconnectedObservable: Observable; private _onGamepadConnectedEvent; private _onGamepadDisconnectedEvent; constructor(_scene?: Scene | undefined); readonly gamepads: Gamepad[]; getGamepadByType(type?: number): Nullable; dispose(): void; private _addNewGamepad(gamepad); private _startMonitoringGamepads(); private _stopMonitoringGamepads(); _checkGamepadsStatus(): void; private _updateGamepadObjects(); } } declare module 'babylonjs/gamepad' { class StickValues { x: number; y: number; constructor(x: number, y: number); } interface GamepadButtonChanges { changed: boolean; pressChanged: boolean; touchChanged: boolean; valueChanged: boolean; } class Gamepad { id: string; index: number; browserGamepad: any; type: number; private _leftStick; private _rightStick; _isConnected: boolean; private _leftStickAxisX; private _leftStickAxisY; private _rightStickAxisX; private _rightStickAxisY; private _onleftstickchanged; private _onrightstickchanged; static GAMEPAD: number; static GENERIC: number; static XBOX: number; static POSE_ENABLED: number; protected _invertLeftStickY: boolean; readonly isConnected: boolean; constructor(id: string, index: number, browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number); onleftstickchanged(callback: (values: StickValues) => void): void; onrightstickchanged(callback: (values: StickValues) => void): void; leftStick: StickValues; rightStick: StickValues; update(): void; dispose(): void; } class GenericPad extends Gamepad { private _buttons; private _onbuttondown; private _onbuttonup; onButtonDownObservable: Observable; onButtonUpObservable: Observable; onbuttondown(callback: (buttonPressed: number) => void): void; onbuttonup(callback: (buttonReleased: number) => void): void; constructor(id: string, index: number, browserGamepad: any); private _setButtonValue(newValue, currentValue, buttonIndex); update(): void; dispose(): void; } } declare module 'babylonjs/gamepad' { enum Xbox360Button { A = 0, B = 1, X = 2, Y = 3, Start = 4, Back = 5, LB = 6, RB = 7, LeftStick = 8, RightStick = 9, } enum Xbox360Dpad { Up = 0, Down = 1, Left = 2, Right = 3, } class Xbox360Pad extends Gamepad { private _leftTrigger; private _rightTrigger; private _onlefttriggerchanged; private _onrighttriggerchanged; private _onbuttondown; private _onbuttonup; private _ondpaddown; private _ondpadup; onButtonDownObservable: Observable; onButtonUpObservable: Observable; onPadDownObservable: Observable; onPadUpObservable: Observable; private _buttonA; private _buttonB; private _buttonX; private _buttonY; private _buttonBack; private _buttonStart; private _buttonLB; private _buttonRB; private _buttonLeftStick; private _buttonRightStick; private _dPadUp; private _dPadDown; private _dPadLeft; private _dPadRight; private _isXboxOnePad; constructor(id: string, index: number, gamepad: any, xboxOne?: boolean); onlefttriggerchanged(callback: (value: number) => void): void; onrighttriggerchanged(callback: (value: number) => void): void; leftTrigger: number; rightTrigger: number; onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void; onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void; ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void; ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void; private _setButtonValue(newValue, currentValue, buttonType); private _setDPadValue(newValue, currentValue, buttonType); buttonA: number; buttonB: number; buttonX: number; buttonY: number; buttonStart: number; buttonBack: number; buttonLB: number; buttonRB: number; buttonLeftStick: number; buttonRightStick: number; dPadUp: number; dPadDown: number; dPadLeft: number; dPadRight: number; update(): void; dispose(): void; } } declare module 'babylonjs/gamepad' { enum PoseEnabledControllerType { VIVE = 0, OCULUS = 1, WINDOWS = 2, GENERIC = 3, } interface MutableGamepadButton { value: number; touched: boolean; pressed: boolean; } interface ExtendedGamepadButton extends GamepadButton { readonly pressed: boolean; readonly touched: boolean; readonly value: number; } class PoseEnabledControllerHelper { static InitiateController(vrGamepad: any): OculusTouchController | WindowsMotionController | ViveController | GenericController; } class PoseEnabledController extends Gamepad implements PoseControlled { private _deviceRoomPosition; private _deviceRoomRotationQuaternion; devicePosition: Vector3; deviceRotationQuaternion: Quaternion; deviceScaleFactor: number; position: Vector3; rotationQuaternion: Quaternion; controllerType: PoseEnabledControllerType; private _calculatedPosition; private _calculatedRotation; rawPose: DevicePose; _mesh: Nullable; private _poseControlledCamera; private _leftHandSystemQuaternion; _deviceToWorld: Matrix; constructor(browserGamepad: any); private _workingMatrix; update(): void; updateFromDevice(poseData: DevicePose): void; attachToMesh(mesh: AbstractMesh): void; attachToPoseControlledCamera(camera: TargetCamera): void; dispose(): void; readonly mesh: Nullable; getForwardRay(length?: number): Ray; } } declare module 'babylonjs/gamepad' { abstract class WebVRController extends PoseEnabledController { protected _defaultModel: AbstractMesh; onTriggerStateChangedObservable: Observable; onMainButtonStateChangedObservable: Observable; onSecondaryButtonStateChangedObservable: Observable; onPadStateChangedObservable: Observable; onPadValuesChangedObservable: Observable; protected _buttons: Array; private _onButtonStateChange; onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void; pad: StickValues; hand: string; readonly defaultModel: AbstractMesh; constructor(vrGamepad: any); update(): void; protected abstract handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void; abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void; private _setButtonValue(newState, currentState, buttonIndex); private _changes; private _checkChanges(newState, currentState); dispose(): void; } } declare module 'babylonjs/gamepad' { class OculusTouchController extends WebVRController { static MODEL_BASE_URL: string; static MODEL_LEFT_FILENAME: string; static MODEL_RIGHT_FILENAME: string; onSecondaryTriggerStateChangedObservable: Observable; onThumbRestChangedObservable: Observable; constructor(vrGamepad: any); initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void; readonly onAButtonStateChangedObservable: Observable; readonly onBButtonStateChangedObservable: Observable; readonly onXButtonStateChangedObservable: Observable; readonly onYButtonStateChangedObservable: Observable; protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void; } } declare module 'babylonjs/gamepad' { class ViveController extends WebVRController { static MODEL_BASE_URL: string; static MODEL_FILENAME: string; constructor(vrGamepad: any); initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void; readonly onLeftButtonStateChangedObservable: Observable; readonly onRightButtonStateChangedObservable: Observable; readonly onMenuButtonStateChangedObservable: Observable; /** * Vive mapping: * 0: touchpad * 1: trigger * 2: left AND right buttons * 3: menu button */ protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void; } } declare module 'babylonjs/gamepad' { class GenericController extends WebVRController { static readonly MODEL_BASE_URL: string; static readonly MODEL_FILENAME: string; constructor(vrGamepad: any); initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void; protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void; } } declare module 'babylonjs/gamepad' { class WindowsMotionController extends WebVRController { static MODEL_BASE_URL: string; static MODEL_LEFT_FILENAME: string; static MODEL_RIGHT_FILENAME: string; static readonly GAMEPAD_ID_PREFIX: string; private static readonly GAMEPAD_ID_PATTERN; private _loadedMeshInfo; private readonly _mapping; onTrackpadChangedObservable: Observable; onTrackpadValuesChangedObservable: Observable; trackpad: StickValues; constructor(vrGamepad: any); readonly onTriggerButtonStateChangedObservable: Observable; readonly onMenuButtonStateChangedObservable: Observable; readonly onGripButtonStateChangedObservable: Observable; readonly onThumbstickButtonStateChangedObservable: Observable; readonly onTouchpadButtonStateChangedObservable: Observable; readonly onTouchpadValuesChangedObservable: Observable; /** * Called once per frame by the engine. */ update(): void; /** * Called once for each button that changed state since the last frame * @param buttonIdx Which button index changed * @param state New state of the button * @param changes Which properties on the state changed since last frame */ protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void; protected lerpButtonTransform(buttonName: string, buttonValue: number): void; protected lerpAxisTransform(axis: number, axisValue: number): void; /** * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful. * @param scene scene in which to add meshes * @param meshLoaded optional callback function that will be called if the mesh loads successfully. */ initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void; /** * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that * can be transformed by button presses and axes values, based on this._mapping. * * @param scene scene in which the meshes exist * @param meshes list of meshes that make up the controller model to process * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed. */ private processModel(scene, meshes); private createMeshInfo(rootNode); getForwardRay(length?: number): Ray; dispose(): void; } } 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 {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';