declare module 'babylonjs/spotLight' { interface IShadowLight extends Light { id: string; position: Vector3; direction: Vector3; transformedPosition: Vector3; transformedDirection: Vector3; name: string; shadowMinZ: number; shadowMaxZ: number; computeTransformedInformation(): boolean; getScene(): Scene; customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array, result: Matrix) => void; setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): IShadowLight; getDepthScale(): number; needCube(): boolean; needProjectionMatrixCompute(): boolean; forceProjectionMatrixCompute(): void; getShadowDirection(faceIndex?: number): Vector3; /** * Gets the minZ used for shadow according to both the scene and the light. * @param activeCamera */ getDepthMinZ(activeCamera: Camera): number; /** * Gets the minZ used for shadow according to both the scene and the light. * @param activeCamera */ getDepthMaxZ(activeCamera: Camera): number; } abstract class ShadowLight extends Light implements IShadowLight { protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void; position: Vector3; protected _direction: Vector3; direction: Vector3; private _shadowMinZ; shadowMinZ: number; private _shadowMaxZ; shadowMaxZ: number; customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array, result: Matrix) => void; transformedPosition: Vector3; transformedDirection: Vector3; private _worldMatrix; private _needProjectionMatrixCompute; /** * Computes the light transformed position/direction in case the light is parented. Returns true if parented, else false. */ computeTransformedInformation(): boolean; /** * Return the depth scale used for the shadow map. */ getDepthScale(): number; /** * Returns the light direction (Vector3) for any passed face index. */ getShadowDirection(faceIndex?: number): Vector3; /** * Returns the DirectionalLight absolute position in the World. */ getAbsolutePosition(): Vector3; /** * Sets the DirectionalLight direction toward the passed target (Vector3). * Returns the updated DirectionalLight direction (Vector3). */ setDirectionToTarget(target: Vector3): Vector3; /** * Returns the light rotation (Vector3). */ getRotation(): Vector3; /** * Boolean : false by default. */ needCube(): boolean; /** * Specifies wether or not the projection matrix should be recomputed this frame. */ needProjectionMatrixCompute(): boolean; /** * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed. */ forceProjectionMatrixCompute(): void; /** * Get the world matrix of the sahdow lights. */ _getWorldMatrix(): Matrix; /** * Gets the minZ used for shadow according to both the scene and the light. * @param activeCamera */ getDepthMinZ(activeCamera: Camera): number; /** * Gets the maxZ used for shadow according to both the scene and the light. * @param activeCamera */ getDepthMaxZ(activeCamera: Camera): number; /** * Sets the projection matrix according to the type of light and custom projection matrix definition. * Returns the light. */ setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): IShadowLight; } } declare module 'babylonjs/spotLight' { class SpotLight extends ShadowLight { private _angle; angle: number; private _shadowAngleScale; /** * Allows scaling the angle of the light for shadow generation only. */ shadowAngleScale: number; exponent: number; /** * Creates a SpotLight object in the scene with the passed parameters : * - `position` (Vector3) is the initial SpotLight position, * - `direction` (Vector3) is the initial SpotLight direction, * - `angle` (float, in radians) is the spot light cone angle, * - `exponent` (float) is the light decay speed with the distance from the emission spot. * A spot light is a simply light oriented cone. * It can cast shadows. * Documentation : http://doc.babylonjs.com/tutorials/lights */ constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene); /** * Returns the string "SpotLight". */ getClassName(): string; /** * Returns the integer 2. */ getTypeID(): number; /** * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0. * Returns the SpotLight. */ protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void; protected _buildUniformLayout(): void; /** * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction. * Return the SpotLight. */ transferToEffect(effect: Effect, lightIndex: string): SpotLight; } } 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 {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';