declare module 'babylonjs/solidParticles' { class SolidParticle { idx: number; color: Nullable; position: Vector3; rotation: Vector3; rotationQuaternion: Nullable; scaling: Vector3; uvs: Vector4; velocity: Vector3; pivot: Vector3; alive: boolean; isVisible: boolean; _pos: number; _ind: number; _model: ModelShape; shapeId: number; idxInShape: number; _modelBoundingInfo: BoundingInfo; _boundingInfo: BoundingInfo; _sps: SolidParticleSystem; _stillInvisible: boolean; /** * Creates a Solid Particle object. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle() * `particleIndex` (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier. * `positionIndex` (integer) is the starting index of the particle vertices in the SPS "positions" array. * `indiceIndex` (integer) is the starting index of the particle indices in the SPS "indices" array. * `model` (ModelShape) is a reference to the model shape on what the particle is designed. * `shapeId` (integer) is the model shape identifier in the SPS. * `idxInShape` (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30)) * `modelBoundingInfo` is the reference to the model BoundingInfo used for intersection computations. */ constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable); /** * legacy support, changed scale to scaling */ scale: Vector3; /** * legacy support, changed quaternion to rotationQuaternion */ quaternion: Nullable; /** * Returns a boolean. True if the particle intersects another particle or another mesh, else false. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB) * `target` is the object (solid particle or mesh) what the intersection is computed against. */ intersectsMesh(target: Mesh | SolidParticle): boolean; } class ModelShape { shapeID: number; _shape: Vector3[]; _shapeUV: number[]; _indicesLength: number; _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>; _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>; /** * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS. * SPS internal tool, don't use it manually. */ constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>); } class DepthSortedParticle { ind: number; indicesLength: number; sqDistance: number; } } declare module 'babylonjs/solidParticles' { /** * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System */ class SolidParticleSystem implements IDisposable { /** * The SPS array of Solid Particle objects. Just access each particle as with any classic array. * Example : var p = SPS.particles[i]; */ particles: SolidParticle[]; /** * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value. */ nbParticles: number; /** * If the particles must ever face the camera (default false). Useful for planar particles. */ billboard: boolean; /** * Recompute normals when adding a shape */ recomputeNormals: boolean; /** * This a counter ofr your own usage. It's not set by any SPS functions. */ counter: number; /** * The SPS name. This name is also given to the underlying mesh. */ name: string; /** * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible. */ mesh: Mesh; /** * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns */ vars: any; /** * This array is populated when the SPS is set as 'pickable'. * Each key of this array is a `faceId` value that you can get from a pickResult object. * Each element of this array is an object `{idx: int, faceId: int}`. * `idx` is the picked particle index in the `SPS.particles` array * `faceId` is the picked face index counted within this particle. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles */ pickedParticles: { idx: number; faceId: number; }[]; /** * This array is populated when `enableDepthSort` is set to true. * Each element of this array is an instance of the class DepthSortedParticle. */ depthSortedParticles: DepthSortedParticle[]; private _scene; private _positions; private _indices; private _normals; private _colors; private _uvs; private _indices32; private _positions32; private _normals32; private _fixedNormal32; private _colors32; private _uvs32; private _index; private _updatable; private _pickable; private _isVisibilityBoxLocked; private _alwaysVisible; private _depthSort; private _shapeCounter; private _copy; private _shape; private _shapeUV; private _color; private _computeParticleColor; private _computeParticleTexture; private _computeParticleRotation; private _computeParticleVertex; private _computeBoundingBox; private _depthSortParticles; private _cam_axisZ; private _cam_axisY; private _cam_axisX; private _axisZ; private _camera; private _particle; private _camDir; private _camInvertedPosition; private _rotMatrix; private _invertMatrix; private _rotated; private _quaternion; private _vertex; private _normal; private _yaw; private _pitch; private _roll; private _halfroll; private _halfpitch; private _halfyaw; private _sinRoll; private _cosRoll; private _sinPitch; private _cosPitch; private _sinYaw; private _cosYaw; private _mustUnrotateFixedNormals; private _minimum; private _maximum; private _minBbox; private _maxBbox; private _particlesIntersect; private _depthSortFunction; private _needs32Bits; _bSphereOnly: boolean; _bSphereRadiusFactor: number; /** * Creates a SPS (Solid Particle System) object. * `name` (String) is the SPS name, this will be the underlying mesh name. * `scene` (Scene) is the scene in which the SPS is added. * `updatable` (optional boolean, default true) : if the SPS must be updatable or immutable. * `isPickable` (optional boolean, default false) : if the solid particles must be pickable. * `enableDepthSort` (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera. * `particleIntersection` (optional boolean, default false) : if the solid particle intersections must be computed. * `boundingSphereOnly` (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). * `bSphereRadiusFactor` (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance. * Example : bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh. */ constructor(name: string, scene: Scene, options?: { updatable?: boolean; isPickable?: boolean; enableDepthSort?: boolean; particleIntersection?: boolean; boundingSphereOnly?: boolean; bSphereRadiusFactor?: number; }); /** * Builds the SPS underlying mesh. Returns a standard Mesh. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane. */ buildMesh(): Mesh; /** * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places. * Thus the particles generated from `digest()` have their property `position` set yet. * `mesh` ( Mesh ) is the mesh to be digested * `facetNb` (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any * `delta` (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets * `number` (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets */ digest(mesh: Mesh, options?: { facetNb?: number; number?: number; delta?: number; }): SolidParticleSystem; private _unrotateFixedNormals(); private _resetCopy(); private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options); private _posToShape(positions); private _uvsToShapeUV(uvs); private _addParticle(idx, idxpos, idxind, model, shapeId, idxInShape, bInfo?); /** * Adds some particles to the SPS from the model shape. Returns the shape id. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps * `mesh` is any Mesh object that will be used as a model for the solid particles. * `nb` (positive integer) the number of particles to be created from this model * `positionFunction` is an optional javascript function to called for each particle on SPS creation. * `vertexFunction` is an optional javascript function to called for each vertex of each particle on SPS creation */ addShape(mesh: Mesh, nb: number, options?: { positionFunction?: any; vertexFunction?: any; }): number; private _rebuildParticle(particle); /** * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed. * Returns the SPS. */ rebuildMesh(): SolidParticleSystem; /** * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc. * This method calls `updateParticle()` for each particle of the SPS. * For an animated SPS, it is usually called within the render loop. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_ * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_ * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_ * Returns the SPS. */ setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem; private _quaternionRotationYPR(); private _quaternionToRotationMatrix(); /** * Disposes the SPS. * Returns nothing. */ dispose(): void; /** * Visibilty helper : Recomputes the visible size according to the mesh bounding box * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility * Returns the SPS. */ refreshVisibleSize(): SolidParticleSystem; /** * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box. * @param size the size (float) of the visibility box * note : this doesn't lock the SPS mesh bounding box. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility */ setVisibilityBox(size: number): void; /** * Sets the SPS as always visible or not * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility */ isAlwaysVisible: boolean; /** * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility */ isVisibilityBoxLocked: boolean; /** * Tells to `setParticles()` to compute the particle rotations or not. * Default value : true. The SPS is faster when it's set to false. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate. */ computeParticleRotation: boolean; /** * Tells to `setParticles()` to compute the particle colors or not. * Default value : true. The SPS is faster when it's set to false. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set. */ computeParticleColor: boolean; /** * Tells to `setParticles()` to compute the particle textures or not. * Default value : true. The SPS is faster when it's set to false. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set. */ computeParticleTexture: boolean; /** * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not. * Default value : false. The SPS is faster when it's set to false. * Note : the particle custom vertex positions aren't stored values. */ computeParticleVertex: boolean; /** * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions. */ computeBoundingBox: boolean; /** * Tells to `setParticles()` to sort or not the distance between each particle and the camera. * Skipped when `enableDepthSort` is set to `false` (default) at construction time. * Default : `true` */ depthSortParticles: boolean; /** * This function does nothing. It may be overwritten to set all the particle first values. * The SPS doesn't call this function, you may have to call it by your own. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management */ initParticles(): void; /** * This function does nothing. It may be overwritten to recycle a particle. * The SPS doesn't call this function, you may have to call it by your own. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management */ recycleParticle(particle: SolidParticle): SolidParticle; /** * Updates a particle : this function should be overwritten by the user. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management * ex : just set a particle position or velocity and recycle conditions */ updateParticle(particle: SolidParticle): SolidParticle; /** * Updates a vertex of a particle : it can be overwritten by the user. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only. * @param particle the current particle * @param vertex the current index of the current particle * @param pt the index of the current vertex in the particle shape * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape * ex : just set a vertex particle position */ updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3; /** * This will be called before any other treatment by `setParticles()` and will be passed three parameters. * This does nothing and may be overwritten by the user. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle() * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle() * @param update the boolean update value actually passed to setParticles() */ beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void; /** * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update. * This will be passed three parameters. * This does nothing and may be overwritten by the user. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle() * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle() * @param update the boolean update value actually passed to setParticles() */ afterUpdateParticles(start?: number, stop?: number, update?: boolean): 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 {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 {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';