declare module 'babylonjs/shadows' { /** * Interface to implement to create a shadow generator compatible with BJS. */ interface IShadowGenerator { getShadowMap(): Nullable; getShadowMapForRendering(): Nullable; isReady(subMesh: SubMesh, useInstances: boolean): boolean; prepareDefines(defines: MaterialDefines, lightIndex: number): void; bindShadowLight(lightIndex: string, effect: Effect): void; getTransformMatrix(): Matrix; recreateShadowMap(): void; forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{ useInstances: boolean; }>): void; serialize(): any; dispose(): void; } class ShadowGenerator implements IShadowGenerator { private static _FILTER_NONE; private static _FILTER_EXPONENTIALSHADOWMAP; private static _FILTER_POISSONSAMPLING; private static _FILTER_BLUREXPONENTIALSHADOWMAP; private static _FILTER_CLOSEEXPONENTIALSHADOWMAP; private static _FILTER_BLURCLOSEEXPONENTIALSHADOWMAP; static readonly FILTER_NONE: number; static readonly FILTER_POISSONSAMPLING: number; static readonly FILTER_EXPONENTIALSHADOWMAP: number; static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number; static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number; static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number; private _bias; bias: number; private _blurBoxOffset; blurBoxOffset: number; private _blurScale; blurScale: number; private _blurKernel; blurKernel: number; private _useKernelBlur; useKernelBlur: boolean; private _depthScale; depthScale: number; private _filter; filter: number; usePoissonSampling: boolean; useVarianceShadowMap: boolean; useBlurVarianceShadowMap: boolean; useExponentialShadowMap: boolean; useBlurExponentialShadowMap: boolean; useCloseExponentialShadowMap: boolean; useBlurCloseExponentialShadowMap: boolean; private _darkness; /** * Returns the darkness value (float). */ getDarkness(): number; /** * Sets the ShadowGenerator darkness value (float <= 1.0). * Returns the ShadowGenerator. */ setDarkness(darkness: number): ShadowGenerator; private _transparencyShadow; /** * Sets the ability to have transparent shadow (boolean). * Returns the ShadowGenerator. */ setTransparencyShadow(hasShadow: boolean): ShadowGenerator; private _shadowMap; private _shadowMap2; /** * Returns a RenderTargetTexture object : the shadow map texture. */ getShadowMap(): Nullable; /** * Returns the most ready computed shadow map as a RenderTargetTexture object. */ getShadowMapForRendering(): Nullable; /** * Helper function to add a mesh and its descendants to the list of shadow casters * @param mesh Mesh to add * @param includeDescendants boolean indicating if the descendants should be added. Default to true */ addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator; /** * Helper function to remove a mesh and its descendants from the list of shadow casters * @param mesh Mesh to remove * @param includeDescendants boolean indicating if the descendants should be removed. Default to true */ removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator; /** * Controls the extent to which the shadows fade out at the edge of the frustum * Used only by directionals and spots */ frustumEdgeFalloff: number; private _light; /** * Returns the associated light object. */ getLight(): IShadowLight; forceBackFacesOnly: boolean; private _scene; private _lightDirection; private _effect; private _viewMatrix; private _projectionMatrix; private _transformMatrix; private _cachedPosition; private _cachedDirection; private _cachedDefines; private _currentRenderID; private _downSamplePostprocess; private _boxBlurPostprocess; private _kernelBlurXPostprocess; private _kernelBlurYPostprocess; private _blurPostProcesses; private _mapSize; private _currentFaceIndex; private _currentFaceIndexCache; private _textureType; private _defaultTextureMatrix; /** * Creates a ShadowGenerator object. * A ShadowGenerator is the required tool to use the shadows. * Each light casting shadows needs to use its own ShadowGenerator. * Required parameters : * - `mapSize` (integer): the size of the texture what stores the shadows. Example : 1024. * - `light`: the light object generating the shadows. * - `useFullFloatFirst`: by default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture. * Documentation : http://doc.babylonjs.com/tutorials/shadows */ constructor(mapSize: number, light: IShadowLight, useFullFloatFirst?: boolean); private _initializeGenerator(); private _initializeShadowMap(); private _initializeBlurRTTAndPostProcesses(); private _renderForShadowMap(opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes); private _renderSubMeshForShadowMap(subMesh); private _applyFilterValues(); /** * Force shader compilation including textures ready check */ forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{ useInstances: boolean; }>): void; /** * Boolean : true when the ShadowGenerator is finally computed. */ isReady(subMesh: SubMesh, useInstances: boolean): boolean; /** * This creates the defines related to the standard BJS materials. */ prepareDefines(defines: any, lightIndex: number): void; /** * This binds shadow lights related to the standard BJS materials. * It implies the unifroms available on the materials are the standard BJS ones. */ bindShadowLight(lightIndex: string, effect: Effect): void; /** * Returns a Matrix object : the updated transformation matrix. */ getTransformMatrix(): Matrix; recreateShadowMap(): void; private _disposeBlurPostProcesses(); private _disposeRTTandPostProcesses(); /** * Disposes the ShadowGenerator. * Returns nothing. */ dispose(): void; /** * Serializes the ShadowGenerator and returns a serializationObject. */ serialize(): any; /** * Parses a serialized ShadowGenerator and returns a new ShadowGenerator. */ static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator; } } 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 {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';