declare module 'babylonjs/optimizations' { /** * A simplifier interface for future simplification implementations. */ interface ISimplifier { /** * Simplification of a given mesh according to the given settings. * Since this requires computation, it is assumed that the function runs async. * @param settings The settings of the simplification, including quality and distance * @param successCallback A callback that will be called after the mesh was simplified. * @param errorCallback in case of an error, this callback will be called. optional. */ simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void; } /** * Expected simplification settings. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%); */ interface ISimplificationSettings { quality: number; distance: number; optimizeMesh?: boolean; } class SimplificationSettings implements ISimplificationSettings { quality: number; distance: number; optimizeMesh: boolean | undefined; constructor(quality: number, distance: number, optimizeMesh?: boolean | undefined); } interface ISimplificationTask { settings: Array; simplificationType: SimplificationType; mesh: Mesh; successCallback?: () => void; parallelProcessing: boolean; } class SimplificationQueue { private _simplificationArray; running: boolean; constructor(); addTask(task: ISimplificationTask): void; executeNext(): void; runSimplification(task: ISimplificationTask): void; private getSimplifier(task); } /** * The implemented types of simplification. * At the moment only Quadratic Error Decimation is implemented. */ enum SimplificationType { QUADRATIC = 0, } class DecimationTriangle { vertices: Array; normal: Vector3; error: Array; deleted: boolean; isDirty: boolean; borderFactor: number; deletePending: boolean; originalOffset: number; constructor(vertices: Array); } class DecimationVertex { position: Vector3; id: number; q: QuadraticMatrix; isBorder: boolean; triangleStart: number; triangleCount: number; originalOffsets: Array; constructor(position: Vector3, id: number); updatePosition(newPosition: Vector3): void; } class QuadraticMatrix { data: Array; constructor(data?: Array); det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number; addInPlace(matrix: QuadraticMatrix): void; addArrayInPlace(data: Array): void; add(matrix: QuadraticMatrix): QuadraticMatrix; static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix; static DataFromNumbers(a: number, b: number, c: number, d: number): number[]; } class Reference { vertexId: number; triangleId: number; constructor(vertexId: number, triangleId: number); } /** * An implementation of the Quadratic Error simplification algorithm. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS * @author RaananW */ class QuadraticErrorSimplification implements ISimplifier { private _mesh; private triangles; private vertices; private references; private _reconstructedMesh; syncIterations: number; aggressiveness: number; decimationIterations: number; boundingBoxEpsilon: number; constructor(_mesh: Mesh); simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void): void; private runDecimation(settings, submeshIndex, successCallback); private initWithMesh(submeshIndex, callback, optimizeMesh?); private init(callback); private reconstructMesh(submeshIndex); private initDecimatedMesh(); private isFlipped(vertex1, vertex2, point, deletedArray, borderFactor, delTr); private updateTriangles(origVertex, vertex, deletedArray, deletedTriangles); private identifyBorder(); private updateMesh(identifyBorders?); private vertexError(q, point); private calculateError(vertex1, vertex2, pointResult?, normalResult?, uvResult?, colorResult?); } } declare module 'babylonjs/optimizations' { class MeshLODLevel { distance: number; mesh: Mesh; constructor(distance: number, mesh: Mesh); } } declare module 'babylonjs/optimizations' { class SceneOptimization { priority: number; apply: (scene: Scene) => boolean; constructor(priority?: number); } class TextureOptimization extends SceneOptimization { priority: number; maximumSize: number; constructor(priority?: number, maximumSize?: number); apply: (scene: Scene) => boolean; } class HardwareScalingOptimization extends SceneOptimization { priority: number; maximumScale: number; private _currentScale; constructor(priority?: number, maximumScale?: number); apply: (scene: Scene) => boolean; } class ShadowsOptimization extends SceneOptimization { apply: (scene: Scene) => boolean; } class PostProcessesOptimization extends SceneOptimization { apply: (scene: Scene) => boolean; } class LensFlaresOptimization extends SceneOptimization { apply: (scene: Scene) => boolean; } class ParticlesOptimization extends SceneOptimization { apply: (scene: Scene) => boolean; } class RenderTargetsOptimization extends SceneOptimization { apply: (scene: Scene) => boolean; } class MergeMeshesOptimization extends SceneOptimization { static _UpdateSelectionTree: boolean; static UpdateSelectionTree: boolean; private _canBeMerged; apply: (scene: Scene, updateSelectionTree?: boolean | undefined) => boolean; } class SceneOptimizerOptions { targetFrameRate: number; trackerDuration: number; optimizations: SceneOptimization[]; constructor(targetFrameRate?: number, trackerDuration?: number); static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions; static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions; static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions; } class SceneOptimizer { static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void; static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): 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 {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 {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';