declare module 'babylonjs/highlights' { class OutlineRenderer { private _scene; private _effect; private _cachedDefines; zOffset: number; constructor(scene: Scene); render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void; isReady(subMesh: SubMesh, useInstances: boolean): boolean; } } declare module 'babylonjs/highlights' { class EdgesRenderer { edgesWidthScalerForOrthographic: number; edgesWidthScalerForPerspective: number; private _source; private _linesPositions; private _linesNormals; private _linesIndices; private _epsilon; private _indicesCount; private _lineShader; private _ib; private _buffers; private _checkVerticesInsteadOfIndices; constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean); private _prepareRessources(); _rebuild(): void; dispose(): void; private _processEdgeForAdjacencies(pa, pb, p0, p1, p2); private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2); private _checkEdge(faceIndex, edge, faceNormals, p0, p1); _generateEdgesLines(): void; render(): void; } } declare module 'babylonjs/highlights' { /** * Highlight layer options. This helps customizing the behaviour * of the highlight layer. */ interface IHighlightLayerOptions { /** * Multiplication factor apply to the canvas size to compute the render target size * used to generated the glowing objects (the smaller the faster). */ mainTextureRatio: number; /** * Enforces a fixed size texture to ensure resize independant blur. */ mainTextureFixedSize?: number; /** * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size * of the picture to blur (the smaller the faster). */ blurTextureSizeRatio: number; /** * How big in texel of the blur texture is the vertical blur. */ blurVerticalSize: number; /** * How big in texel of the blur texture is the horizontal blur. */ blurHorizontalSize: number; /** * Alpha blending mode used to apply the blur. Default is combine. */ alphaBlendingMode: number; /** * The camera attached to the layer. */ camera: Nullable; } /** * The highlight layer Helps adding a glow effect around a mesh. * * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove * glowy meshes to your scene. * * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!! */ class HighlightLayer { name: string; /** * The neutral color used during the preparation of the glow effect. * This is black by default as the blend operation is a blend operation. */ static neutralColor: Color4; /** * Stencil value used for glowing meshes. */ static glowingMeshStencilReference: number; /** * Stencil value used for the other meshes in the scene. */ static normalMeshStencilReference: number; private _scene; private _engine; private _options; private _vertexBuffers; private _indexBuffer; private _downSamplePostprocess; private _horizontalBlurPostprocess; private _verticalBlurPostprocess; private _cachedDefines; private _glowMapGenerationEffect; private _glowMapMergeEffect; private _blurTexture; private _mainTexture; private _mainTextureDesiredSize; private _meshes; private _maxSize; private _shouldRender; private _instanceGlowingMeshStencilReference; private _excludedMeshes; /** * Specifies whether or not the inner glow is ACTIVE in the layer. */ innerGlow: boolean; /** * Specifies whether or not the outer glow is ACTIVE in the layer. */ outerGlow: boolean; /** * Specifies wether the highlight layer is enabled or not. */ isEnabled: boolean; /** * Gets the horizontal size of the blur. */ /** * Specifies the horizontal size of the blur. */ blurHorizontalSize: number; /** * Gets the vertical size of the blur. */ /** * Specifies the vertical size of the blur. */ blurVerticalSize: number; /** * Gets the camera attached to the layer. */ readonly camera: Nullable; /** * An event triggered when the highlight layer has been disposed. * @type {BABYLON.Observable} */ onDisposeObservable: Observable; /** * An event triggered when the highlight layer is about rendering the main texture with the glowy parts. * @type {BABYLON.Observable} */ onBeforeRenderMainTextureObservable: Observable; /** * An event triggered when the highlight layer is being blurred. * @type {BABYLON.Observable} */ onBeforeBlurObservable: Observable; /** * An event triggered when the highlight layer has been blurred. * @type {BABYLON.Observable} */ onAfterBlurObservable: Observable; /** * An event triggered when the glowing blurred texture is being merged in the scene. * @type {BABYLON.Observable} */ onBeforeComposeObservable: Observable; /** * An event triggered when the glowing blurred texture has been merged in the scene. * @type {BABYLON.Observable} */ onAfterComposeObservable: Observable; /** * An event triggered when the highlight layer changes its size. * @type {BABYLON.Observable} */ onSizeChangedObservable: Observable; /** * Instantiates a new highlight Layer and references it to the scene.. * @param name The name of the layer * @param scene The scene to use the layer in * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information) */ constructor(name: string, scene: Scene, options?: IHighlightLayerOptions); private _createIndexBuffer(); _rebuild(): void; /** * Creates the render target textures and post processes used in the highlight layer. */ private createTextureAndPostProcesses(); /** * Checks for the readiness of the element composing the layer. * @param subMesh the mesh to check for * @param useInstances specify wether or not to use instances to render the mesh * @param emissiveTexture the associated emissive texture used to generate the glow * @return true if ready otherwise, false */ private isReady(subMesh, useInstances, emissiveTexture); /** * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene. */ render(): void; /** * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer. * @param mesh The mesh to exclude from the highlight layer */ addExcludedMesh(mesh: Mesh): void; /** * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer. * @param mesh The mesh to highlight */ removeExcludedMesh(mesh: Mesh): void; /** * Add a mesh in the highlight layer in order to make it glow with the chosen color. * @param mesh The mesh to highlight * @param color The color of the highlight * @param glowEmissiveOnly Extract the glow from the emissive texture */ addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void; /** * Remove a mesh from the highlight layer in order to make it stop glowing. * @param mesh The mesh to highlight */ removeMesh(mesh: Mesh): void; /** * Returns true if the layer contains information to display, otherwise false. */ shouldRender(): boolean; /** * Sets the main texture desired size which is the closest power of two * of the engine canvas size. */ private setMainTextureSize(); /** * Force the stencil to the normal expected value for none glowing parts */ private defaultStencilReference(mesh); /** * Dispose only the render target textures and post process. */ private disposeTextureAndPostProcesses(); /** * Dispose the highlight layer and free resources. */ 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 {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 {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';