///
///
///
declare module "babylonjs-loaders"{ export=BABYLON;}
// Generated by dts-bundle v0.7.3
// Dependencies for this module:
// ../../Tools/Gulp/babylonjs
// ../../Tools/Gulp/babylonjs-loaders
declare module BabylonViewer {
/**
* BabylonJS Viewer
*
* An HTML-Based viewer for 3D models, based on BabylonJS and its extensions.
*/
let disableInit: boolean;
/**
* Dispose all viewers currently registered
*/
function disposeAll(): void;
const Version: string;
export * from 'babylonjs-viewer/configuration';
}
declare module BabylonViewer {
/**
* This is the mapper's interface. Implement this function to create your own mapper and register it at the mapper manager
*/
export interface IMapper {
map(rawSource: any): ViewerConfiguration;
}
/**
* The MapperManager manages the different implemented mappers.
* It allows the user to register new mappers as well and use them to parse their own configuration data
*/
export class MapperManager {
/**
* The default mapper is the JSON mapper.
*/
static DefaultMapper: string;
constructor();
/**
* Get a specific configuration mapper.
*
* @param type the name of the mapper to load
*/
getMapper(type: string): IMapper;
/**
* Use this functio to register your own configuration mapper.
* After a mapper is registered, it can be used to parse the specific type fo configuration to the standard ViewerConfiguration.
* @param type the name of the mapper. This will be used to define the configuration type and/or to get the mapper
* @param mapper The implemented mapper
*/
registerMapper(type: string, mapper: IMapper): void;
/**
* Dispose the mapper manager and all of its mappers.
*/
dispose(): void;
}
/**
* mapperManager is a singleton of the type MapperManager.
* The mapperManager can be disposed directly with calling mapperManager.dispose()
* or indirectly with using BabylonViewer.disposeAll()
*/
export let mapperManager: MapperManager;
}
declare module BabylonViewer {
export class ViewerGlobals {
disableInit: boolean;
disableWebGL2Support: boolean;
}
export let viewerGlobals: ViewerGlobals;
}
declare module BabylonViewer {
/**
* The viewer manager is the container for all viewers currently registered on this page.
* It is possible to have more than one viewer on a single page.
*/
export class ViewerManager {
/**
* A callback that will be triggered when a new viewer was added
*/
onViewerAdded: (viewer: AbstractViewer) => void;
/**
* Will notify when a new viewer was added
*/
onViewerAddedObservable: BABYLON.Observable;
/**
* Will notify when a viewer was removed (disposed)
*/
onViewerRemovedObservable: BABYLON.Observable;
constructor();
/**
* Adding a new viewer to the viewer manager and start tracking it.
* @param viewer the viewer to add
*/
addViewer(viewer: AbstractViewer): void;
/**
* remove a viewer from the viewer manager
* @param viewer the viewer to remove
*/
removeViewer(viewer: AbstractViewer): void;
/**
* Get a viewer by its baseId (if the container element has an ID, it is the this is. if not, a random id was assigned)
* @param id the id of the HTMl element (or the viewer's, if none provided)
*/
getViewerById(id: string): AbstractViewer;
/**
* Get a viewer using a container element
* @param element the HTML element to search viewers associated with
*/
getViewerByHTMLElement(element: HTMLElement): AbstractViewer | undefined;
/**
* Get a promise that will fullfil when this viewer was initialized.
* Since viewer initialization and template injection is asynchronous, using the promise will guaranty that
* you will get the viewer after everything was already configured.
* @param id the viewer id to find
*/
getViewerPromiseById(id: string): Promise;
/**
* dispose the manager and all of its associated viewers
*/
dispose(): void;
}
export let viewerManager: ViewerManager;
}
declare module BabylonViewer {
/**
* The Default viewer is the default implementation of the AbstractViewer.
* It uses the templating system to render a new canvas and controls.
*/
export class DefaultViewer extends AbstractViewer {
containerElement: HTMLElement;
/**
* Create a new default viewer
* @param containerElement the element in which the templates will be rendered
* @param initialConfiguration the initial configuration. Defaults to extending the default configuration
*/
constructor(containerElement: HTMLElement, initialConfiguration?: ViewerConfiguration);
/**
* This will be executed when the templates initialize.
*/
protected _onTemplatesLoaded(): Promise;
/**
* Toggle fullscreen of the entire viewer
*/
toggleFullscreen: () => void;
/**
* Preparing the container element to present the viewer
*/
protected _prepareContainerElement(): void;
/**
* This function will configure the templates and update them after a model was loaded
* It is mainly responsible to changing the title and subtitle etc'.
* @param model the model to be used to configure the templates by
*/
protected _configureTemplate(model: ViewerModel): void;
/**
* This will load a new model to the default viewer
* overriding the AbstractViewer's loadModel.
* The scene will automatically be cleared of the old models, if exist.
* @param model the configuration object (or URL) to load.
*/
loadModel(model?: string | IModelConfiguration): Promise;
/**
* Show the overlay and the defined sub-screen.
* Mainly used for help and errors
* @param subScreen the name of the subScreen. Those can be defined in the configuration object
*/
showOverlayScreen(subScreen: string): Promise | Promise;
/**
* Hide the overlay screen.
*/
hideOverlayScreen(): Promise | Promise;
/**
* show the viewer (in case it was hidden)
*
* @param visibilityFunction an optional function to execute in order to show the container
*/
show(visibilityFunction?: ((template: Template) => Promise)): Promise;
/**
* hide the viewer (in case it is visible)
*
* @param visibilityFunction an optional function to execute in order to hide the container
*/
hide(visibilityFunction?: ((template: Template) => Promise)): Promise;
/**
* Show the loading screen.
* The loading screen can be configured using the configuration object
*/
showLoadingScreen(): Promise | Promise;
/**
* Hide the loading screen
*/
hideLoadingScreen(): Promise | Promise;
}
}
declare module BabylonViewer {
/**
* The AbstractViewr is the center of Babylon's viewer.
* It is the basic implementation of the default viewer and is responsible of loading and showing the model and the templates
*/
export abstract class AbstractViewer {
containerElement: HTMLElement;
/**
* The corresponsing template manager of this viewer.
*/
templateManager: TemplateManager;
/**
* Babylon BABYLON.Engine corresponding with this viewer
*/
engine: BABYLON.Engine;
/**
* The ID of this viewer. it will be generated randomly or use the HTML Element's ID.
*/
readonly baseId: string;
/**
* The last loader used to load a model.
* @deprecated
*/
lastUsedLoader: BABYLON.ISceneLoaderPlugin | BABYLON.ISceneLoaderPluginAsync;
/**
* The ModelLoader instance connected with this viewer.
*/
modelLoader: ModelLoader;
/**
* A flag that controls whether or not the render loop should be executed
*/
runRenderLoop: boolean;
/**
* The scene manager connected with this viewer instance
*/
sceneManager: SceneManager;
/**
* the viewer configuration object
*/
protected _configuration: ViewerConfiguration;
/**
* Will notify when the scene was initialized
*/
onSceneInitObservable: BABYLON.Observable;
/**
* will notify when the engine was initialized
*/
onEngineInitObservable: BABYLON.Observable;
/**
* Will notify when a new model was added to the scene.
* Note that added does not neccessarily mean loaded!
*/
onModelAddedObservable: BABYLON.Observable;
/**
* will notify after every model load
*/
onModelLoadedObservable: BABYLON.Observable;
/**
* will notify when any model notify of progress
*/
onModelLoadProgressObservable: BABYLON.Observable;
/**
* will notify when any model load failed.
*/
onModelLoadErrorObservable: BABYLON.Observable<{
message: string;
exception: any;
}>;
/**
* Will notify when a model was removed from the scene;
*/
onModelRemovedObservable: BABYLON.Observable;
/**
* will notify when a new loader was initialized.
* Used mainly to know when a model starts loading.
*/
onLoaderInitObservable: BABYLON.Observable;
/**
* Observers registered here will be executed when the entire load process has finished.
*/
onInitDoneObservable: BABYLON.Observable;
/**
* Functions added to this observable will be executed on each frame rendered.
*/
onFrameRenderedObservable: BABYLON.Observable;
/**
* The canvas associated with this viewer
*/
protected _canvas: HTMLCanvasElement;
/**
* The (single) canvas of this viewer
*/
readonly canvas: HTMLCanvasElement;
/**
* is this viewer disposed?
*/
protected _isDisposed: boolean;
/**
* registered onBeforeRender functions.
* This functions are also registered at the native scene. The reference can be used to unregister them.
*/
protected _registeredOnBeforeRenderFunctions: Array<() => void>;
/**
* The configuration loader of this viewer
*/
protected _configurationLoader: ConfigurationLoader;
/**
* Is the viewer already initialized. for internal use.
*/
protected _isInit: boolean;
constructor(containerElement: HTMLElement, initialConfiguration?: ViewerConfiguration);
/**
* get the baseId of this viewer
*/
getBaseId(): string;
/**
* Do we have a canvas to render on, and is it a part of the scene
*/
isCanvasInDOM(): boolean;
/**
* Set the viewer's background rendering flag.
*/
renderInBackground: boolean;
/**
* Get the configuration object. This is a reference only.
* The configuration can ONLY be updated using the updateConfiguration function.
* changing this object will have no direct effect on the scene.
*/
readonly configuration: ViewerConfiguration;
/**
* force resizing the engine.
*/
forceResize(): void;
/**
* The resize function that will be registered with the window object
*/
protected _resize: () => void;
/**
* Force a single render loop execution.
*/
forceRender(): void;
/**
* render loop that will be executed by the engine
*/
protected _render: (force?: boolean) => void;
/**
* Takes a screenshot of the scene and returns it as a base64 encoded png.
* @param callback optional callback that will be triggered when screenshot is done.
* @param width Optional screenshot width (default to 512).
* @param height Optional screenshot height (default to 512).
* @returns a promise with the screenshot data
*/
takeScreenshot(callback?: (data: string) => void, width?: number, height?: number): Promise;
/**
* Update the current viewer configuration with new values.
* Only provided information will be updated, old configuration values will be kept.
* If this.configuration was manually changed, you can trigger this function with no parameters,
* and the entire configuration will be updated.
* @param newConfiguration the partial configuration to update
*
*/
updateConfiguration(newConfiguration?: Partial): void;
/**
* this is used to register native functions using the configuration object.
* This will configure the observers.
* @param observersConfiguration observers configuration
*/
protected _configureObservers(observersConfiguration: IObserversConfiguration): void;
/**
* Dispoe the entire viewer including the scene and the engine
*/
dispose(): void;
/**
* This will prepare the container element for the viewer
*/
protected abstract _prepareContainerElement(): any;
/**
* This function will execute when the HTML templates finished initializing.
* It should initialize the engine and continue execution.
*
* @returns {Promise} The viewer object will be returned after the object was loaded.
*/
protected _onTemplatesLoaded(): Promise;
/**
* Initialize the engine. Retruns a promise in case async calls are needed.
*
* @protected
* @returns {Promise}
* @memberof Viewer
*/
protected _initEngine(): Promise;
/**
* Initialize a model loading. The returned object (a ViewerModel object) will be loaded in the background.
* The difference between this and loadModel is that loadModel will fulfill the promise when the model finished loading.
*
* @param modelConfig model configuration to use when loading the model.
* @param clearScene should the scene be cleared before loading this model
* @returns a ViewerModel object that is not yet fully loaded.
*/
initModel(modelConfig: string | IModelConfiguration, clearScene?: boolean): ViewerModel;
/**
* load a model using the provided configuration.
* This function, as opposed to initModel, will return a promise that resolves when the model is loaded, and rejects with error.
* If you want to attach to the observables of the model, use initModle instead.
*
* @param modelConfig the model configuration or URL to load.
* @param clearScene Should the scene be cleared before loading the model
* @returns a Promise the fulfills when the model finished loading successfully.
*/
loadModel(modelConfig: string | IModelConfiguration, clearScene?: boolean): Promise;
protected _initTelemetryEvents(): void;
/**
* Injects all the spectre shader in the babylon shader store
*/
protected _injectCustomShaders(): void;
}
}
declare module BabylonViewer {
/**
* The data structure of a telemetry event.
*/
export interface TelemetryData {
event: string;
session: string;
date: Date;
now: number;
viewer?: AbstractViewer;
detail: any;
}
/**
* Receives Telemetry events and raises events to the API
*/
export class TelemetryManager {
onEventBroadcastedObservable: BABYLON.Observable;
/**
* Receives a telemetry event
* @param event The name of the Telemetry event
* @param details An additional value, or an object containing a list of property/value pairs
*/
readonly broadcast: (event: string, viewer: AbstractViewer, details?: any) => void;
/**
* Log a Telemetry event for errors raised on the WebGL context.
* @param engine The Babylon engine with the WebGL context.
*/
flushWebGLErrors(viewer: AbstractViewer): void;
/**
* Enable or disable telemetry events
* @param enabled Boolan, true if events are enabled
*/
enable: boolean;
/**
* Returns the current session ID or creates one if it doesn't exixt
* @return The current session ID
*/
readonly session: string;
/**
* Disposes the telemetry manager
*/
dispose(): void;
}
export const telemetryManager: TelemetryManager;
}
declare module BabylonViewer {
/**
* An instance of the class is in charge of loading the model correctly.
* This class will continously be expended with tasks required from the specific loaders Babylon has.
*
* A Model loader is unique per (Abstract)Viewer. It is being generated by the viewer
*/
export class ModelLoader {
/**
* Create a new Model loader
* @param _viewer the viewer using this model loader
*/
constructor(_viewer: AbstractViewer);
/**
* Adds a new plugin to the loader process.
*
* @param plugin the plugin name or the plugin itself
*/
addPlugin(plugin: ILoaderPlugin | string): void;
/**
* Load a model using predefined configuration
* @param modelConfiguration the modelConfiguration to use to load the model
*/
load(modelConfiguration: IModelConfiguration): ViewerModel;
cancelLoad(model: ViewerModel): void;
/**
* dispose the model loader.
* If loaders are registered and are in the middle of loading, they will be disposed and the request(s) will be cancelled.
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* The current state of the model
*/
export enum ModelState {
INIT = 0,
LOADING = 1,
LOADED = 2,
ENTRY = 3,
ENTRYDONE = 4,
COMPLETE = 5,
CANCELED = 6,
ERROR = 7,
}
/**
* The viewer model is a container for all assets representing a sngle loaded model.
*/
export class ViewerModel implements BABYLON.IDisposable {
protected _viewer: AbstractViewer;
/**
* The loader used to load this model.
*/
loader: BABYLON.ISceneLoaderPlugin | BABYLON.ISceneLoaderPluginAsync;
/**
* This model's root mesh (the parent of all other meshes).
* This mesh does not(!) exist in the meshes array.
*/
rootMesh: BABYLON.AbstractMesh;
/**
* ParticleSystems connected to this model
*/
particleSystems: Array;
/**
* Skeletons defined in this model
*/
skeletons: Array;
/**
* The current model animation.
* On init, this will be undefined.
*/
currentAnimation: IModelAnimation;
/**
* Observers registered here will be executed when the model is done loading
*/
onLoadedObservable: BABYLON.Observable;
/**
* Observers registered here will be executed when the loader notified of a progress event
*/
onLoadProgressObservable: BABYLON.Observable;
/**
* Observers registered here will be executed when the loader notified of an error.
*/
onLoadErrorObservable: BABYLON.Observable<{
message: string;
exception: any;
}>;
/**
* Will be executed after the model finished loading and complete, including entry animation and lod
*/
onCompleteObservable: BABYLON.Observable;
/**
* Observers registered here will be executed every time the model is being configured.
* This can be used to extend the model's configuration without extending the class itself
*/
onAfterConfigure: BABYLON.Observable;
/**
* The current model state (loaded, error, etc)
*/
state: ModelState;
/**
* A loadID provided by the modelLoader, unique to ths (Abstract)Viewer instance.
*/
loadId: number;
loadInfo: BABYLON.GLTF2.IAsset;
constructor(_viewer: AbstractViewer, modelConfiguration: IModelConfiguration);
/**
* Set whether this model is enabled or not.
*/
enabled: boolean;
loaderDone: boolean;
/**
* Get the viewer showing this model
*/
getViewer(): AbstractViewer;
/**
* Add a mesh to this model.
* Any mesh that has no parent will be provided with the root mesh as its new parent.
*
* @param mesh the new mesh to add
* @param triggerLoaded should this mesh trigger the onLoaded observable. Used when adding meshes manually.
*/
addMesh(mesh: BABYLON.AbstractMesh, triggerLoaded?: boolean): Promise | undefined;
/**
* get the list of meshes (excluding the root mesh)
*/
readonly meshes: BABYLON.AbstractMesh[];
/**
* (Re-)set the model's entire configuration
* @param newConfiguration the new configuration to replace the new one
*/
configuration: IModelConfiguration;
/**
* Update the current configuration with new values.
* Configuration will not be overwritten, but merged with the new configuration.
* Priority is to the new configuration
* @param newConfiguration the configuration to be merged into the current configuration;
*/
updateConfiguration(newConfiguration: Partial): void;
/**
* Add a new animation group to this model.
* @param animationGroup the new animation group to be added
*/
addAnimationGroup(animationGroup: BABYLON.AnimationGroup): void;
/**
* Get the ModelAnimation array
*/
getAnimations(): Array;
/**
* Get the animations' names. Using the names you can play a specific animation.
*/
getAnimationNames(): Array;
/**
* Get an animation by the provided name. Used mainly when playing n animation.
* @param name the name of the animation to find
*/
protected _getAnimationByName(name: string): BABYLON.Nullable;
/**
* Choose an initialized animation using its name and start playing it
* @param name the name of the animation to play
* @returns The model aniamtion to be played.
*/
playAnimation(name: string): IModelAnimation;
setCurrentAnimationByName(name: string): IModelAnimation;
/**
* Apply a material configuration to a material
* @param material BABYLON.Material to apply configuration to
*/
_applyModelMaterialConfiguration(material: BABYLON.Material): void;
/**
* Begin @animations with the specified @easingFunction
* @param animations The BABYLON Animations to begin
* @param duration of transition, in seconds
* @param easingFunction An easing function to apply
* @param easingMode A easing mode to apply to the easingFunction
* @param onAnimationEnd Call back trigger at the end of the animation.
*/
transitionTo(animations: BABYLON.Animation[], duration: number, easingFunction: any, easingMode: number | undefined, onAnimationEnd: () => void): void;
/**
* Stops and removes all animations that have been applied to the model
*/
stopAllAnimations(): void;
/**
* Will remove this model from the viewer (but NOT dispose it).
*/
remove(): void;
/**
* Dispose this model, including all of its associated assets.
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* BABYLON.Animation play mode enum - is the animation looping or playing once
*/
export const enum AnimationPlayMode {
ONCE = 0,
LOOP = 1,
}
/**
* An enum representing the current state of an animation object
*/
export const enum AnimationState {
INIT = 0,
PLAYING = 1,
PAUSED = 2,
STOPPED = 3,
ENDED = 4,
}
/**
* The different type of easing functions available
*/
export const enum EasingFunction {
Linear = 0,
CircleEase = 1,
BackEase = 2,
BounceEase = 3,
CubicEase = 4,
ElasticEase = 5,
ExponentialEase = 6,
PowerEase = 7,
QuadraticEase = 8,
QuarticEase = 9,
QuinticEase = 10,
SineEase = 11,
}
/**
* Defines a simple animation to be applied to a model (scale).
*/
export interface ModelAnimationConfiguration {
/**
* Time of animation, in seconds
*/
time: number;
/**
* Scale to apply
*/
scaling?: BABYLON.Vector3;
/**
* Easing function to apply
* See SPECTRE.EasingFunction
*/
easingFunction?: number;
/**
* An Easing mode to apply to the easing function
* See BABYLON.EasingFunction
*/
easingMode?: number;
}
/**
* This interface can be implemented to define new types of ModelAnimation objects.
*/
export interface IModelAnimation {
/**
* Current animation state (playing, stopped etc')
*/
readonly state: AnimationState;
/**
* the name of the animation
*/
readonly name: string;
/**
* Get the max numbers of frame available in the animation group
*
* In correlation to an arry, this would be ".length"
*/
readonly frames: number;
/**
* Get the current frame playing right now.
* This can be used to poll the frame currently playing (and, for exmaple, display a progress bar with the data)
*
* In correlation to an array, this would be the current index
*/
readonly currentFrame: number;
/**
* BABYLON.Animation's FPS value
*/
readonly fps: number;
/**
* Get or set the animation's speed ration (Frame-to-fps)
*/
speedRatio: number;
/**
* Gets or sets the aimation's play mode.
*/
playMode: AnimationPlayMode;
/**
* Start the animation
*/
start(): any;
/**
* Stop the animation.
* This will fail silently if the animation group is already stopped.
*/
stop(): any;
/**
* Pause the animation
* This will fail silently if the animation is not currently playing
*/
pause(): any;
/**
* Reset this animation
*/
reset(): any;
/**
* Restart the animation
*/
restart(): any;
/**
* Go to a specific
* @param frameNumber the frame number to go to
*/
goToFrame(frameNumber: number): any;
/**
* Dispose this animation
*/
dispose(): any;
}
/**
* The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's
* native GroupAnimation class.
*/
export class GroupModelAnimation implements IModelAnimation {
/**
* Create a new GroupModelAnimation object using an BABYLON.AnimationGroup object
* @param _animationGroup The aniamtion group to base the class on
*/
constructor(_animationGroup: BABYLON.AnimationGroup);
/**
* Get the animation's name
*/
readonly name: string;
/**
* Get the current animation's state
*/
readonly state: AnimationState;
/**
* Sets the speed ratio to use for all animations
*/
speedRatio: number;
/**
* Get the max numbers of frame available in the animation group
*
* In correlation to an arry, this would be ".length"
*/
readonly frames: number;
/**
* Get the current frame playing right now.
* This can be used to poll the frame currently playing (and, for exmaple, display a progress bar with the data)
*
* In correlation to an array, this would be the current index
*/
readonly currentFrame: number;
/**
* Get the FPS value of this animation
*/
readonly fps: number;
/**
* Set the play mode.
* If the animation is played, it will continue playing at least once more, depending on the new play mode set.
* If the animation is not set, the will be initialized and will wait for the user to start playing it.
*/
playMode: AnimationPlayMode;
/**
* Reset the animation group
*/
reset(): void;
/**
* Restart the animation group
*/
restart(): void;
/**
*
* @param frameNumber Go to a specific frame in the animation
*/
goToFrame(frameNumber: number): void;
/**
* Start playing the animation.
*/
start(): void;
/**
* Pause the animation
*/
pause(): void;
/**
* Stop the animation.
* This will fail silently if the animation group is already stopped.
*/
stop(): void;
/**
* Dispose this animation object.
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* This interface defines the structure of a loader plugin.
* Any of those functions will be called if (!) the loader supports those callbacks.
* Any loader supports onInit, onLoaded, onError and onProgress.
*/
export interface ILoaderPlugin {
onInit?: (loader: BABYLON.ISceneLoaderPlugin | BABYLON.ISceneLoaderPluginAsync, model: ViewerModel) => void;
onLoaded?: (model: ViewerModel) => void;
onError?: (message: string, exception?: any) => void;
onProgress?: (progressEvent: BABYLON.SceneLoaderProgressEvent) => void;
onExtensionLoaded?: (extension: BABYLON.IGLTFLoaderExtension) => void;
onParsed?: (parsedData: BABYLON.IGLTFLoaderData) => void;
onMeshLoaded?: (mesh: BABYLON.AbstractMesh) => void;
onTextureLoaded?: (texture: BABYLON.BaseTexture) => void;
onMaterialLoaded?: (material: BABYLON.Material) => void;
onComplete?: () => void;
}
}
declare module BabylonViewer {
/**
* Will attach an init function the the DOMContentLoaded event.
* The init function will be removed automatically after the event was triggered.
*/
export function initListeners(): void;
/**
* Select all HTML tags on the page that match the selector and initialize a viewer
*
* @param selector the selector to initialize the viewer on (default is 'babylon')
*/
export function InitTags(selector?: string): void;
}
declare module BabylonViewer {
export * from 'babylonjs-viewer/configuration/configuration';
}
declare module BabylonViewer {
export function getConfigurationKey(key: string, configObject: any): any;
export interface ViewerConfiguration {
version?: string;
extends?: string;
pageUrl?: string;
configuration?: string | {
url?: string;
payload?: any;
mapper?: string;
};
observers?: IObserversConfiguration;
canvasElement?: string;
model?: IModelConfiguration | string;
scene?: ISceneConfiguration;
optimizer?: ISceneOptimizerConfiguration | boolean;
camera?: ICameraConfiguration;
skybox?: boolean | ISkyboxConfiguration;
ground?: boolean | IGroundConfiguration;
lights?: {
[name: string]: boolean | ILightConfiguration;
};
engine?: {
renderInBackground?: boolean;
antialiasing?: boolean;
disableResize?: boolean;
engineOptions?: BABYLON.EngineOptions;
adaptiveQuality?: boolean;
};
templates?: {
main: ITemplateConfiguration;
[key: string]: ITemplateConfiguration;
};
customShaders?: {
shaders?: {
[key: string]: string;
};
includes?: {
[key: string]: string;
};
};
loaderPlugins?: {
extendedMaterial?: boolean;
msftLod?: boolean;
telemetry?: boolean;
minecraft?: boolean;
[propName: string]: boolean | undefined;
};
lab?: {
flashlight?: boolean | {
exponent?: number;
angle?: number;
intensity?: number;
diffuse?: {
r: number;
g: number;
b: number;
};
specular?: {
r: number;
g: number;
b: number;
};
};
hideLoadingDelay?: number;
assetsRootURL?: string;
environmentMainColor?: {
r: number;
g: number;
b: number;
};
environmentMap?: {
/**
* Environment map texture path in relative to the asset folder.
*/
texture: string;
/**
* Default rotation to apply to the environment map.
*/
rotationY: number;
/**
* Tint level of the main color on the environment map.
*/
tintLevel: number;
};
defaultRenderingPipelines?: boolean | IDefaultRenderingPipelineConfiguration;
};
}
/**
* Defines an animation to be applied to a model (translation, scale or rotation).
*/
export interface IModelAnimationConfiguration {
/**
* Time of animation, in seconds
*/
time?: number;
/**
* Scale to apply
*/
scaling?: {
x: number;
y: number;
z: number;
};
/**
* Easing function to apply
* See SPECTRE.EasingFunction
*/
easingFunction?: number;
/**
* An Easing mode to apply to the easing function
* See BABYLON.EasingFunction
*/
easingMode?: number;
}
export interface IDefaultRenderingPipelineConfiguration {
sharpenEnabled?: boolean;
bloomEnabled?: boolean;
bloomThreshold?: number;
depthOfFieldEnabled?: boolean;
depthOfFieldBlurLevel?: BABYLON.DepthOfFieldEffectBlurLevel;
fxaaEnabled?: boolean;
imageProcessingEnabled?: boolean;
defaultPipelineTextureType?: number;
bloomScale?: number;
chromaticAberrationEnabled?: boolean;
grainEnabled?: boolean;
bloomKernel?: number;
hardwareScaleLevel?: number;
bloomWeight?: number;
bllomThreshold?: number;
hdr?: boolean;
samples?: number;
}
export interface IModelConfiguration {
id?: string;
url?: string;
root?: string;
file?: string;
loader?: string;
position?: {
x: number;
y: number;
z: number;
};
rotation?: {
x: number;
y: number;
z: number;
w?: number;
};
scaling?: {
x: number;
y: number;
z: number;
};
parentObjectIndex?: number;
castShadow?: boolean;
receiveShadows?: boolean;
normalize?: boolean | {
center?: boolean;
unitSize?: boolean;
parentIndex?: number;
};
title?: string;
subtitle?: string;
thumbnail?: string;
animation?: {
autoStart?: boolean | string;
playOnce?: boolean;
autoStartIndex?: number;
};
entryAnimation?: IModelAnimationConfiguration;
exitAnimation?: IModelAnimationConfiguration;
material?: {
directEnabled?: boolean;
directIntensity?: number;
emissiveIntensity?: number;
environmentIntensity?: number;
[propName: string]: any;
};
/**
* Rotation offset axis definition
*/
rotationOffsetAxis?: {
x: number;
y: number;
z: number;
};
/**
* the offset angle
*/
rotationOffsetAngle?: number;
loaderConfiguration?: {
maxLODsToLoad?: number;
progressiveLoading?: boolean;
};
}
export interface ISkyboxConfiguration {
cubeTexture?: {
noMipMap?: boolean;
gammaSpace?: boolean;
url?: string | Array;
};
color?: {
r: number;
g: number;
b: number;
};
pbr?: boolean;
scale?: number;
blur?: number;
material?: {
imageProcessingConfiguration?: IImageProcessingConfiguration;
[propName: string]: any;
};
infiniteDistance?: boolean;
}
export interface IGroundConfiguration {
size?: number;
receiveShadows?: boolean;
shadowLevel?: number;
shadowOnly?: boolean;
mirror?: boolean | {
sizeRatio?: number;
blurKernel?: number;
amount?: number;
fresnelWeight?: number;
fallOffDistance?: number;
textureType?: number;
};
texture?: string;
color?: {
r: number;
g: number;
b: number;
};
opacity?: number;
material?: {
[propName: string]: any;
};
}
export interface ISceneConfiguration {
debug?: boolean;
clearColor?: {
r: number;
g: number;
b: number;
a: number;
};
mainColor?: {
r: number;
g: number;
b: number;
};
imageProcessingConfiguration?: IImageProcessingConfiguration;
environmentTexture?: string;
colorGrading?: IColorGradingConfiguration;
environmentRotationY?: number;
glow?: boolean | BABYLON.IGlowLayerOptions;
disableHdr?: boolean;
renderInBackground?: boolean;
disableCameraControl?: boolean;
animationPropertiesOverride?: {
[propName: string]: any;
};
defaultMaterial?: {
materialType: "standard" | "pbr";
[propName: string]: any;
};
flags?: {
shadowsEnabled?: boolean;
particlesEnabled?: boolean;
collisionsEnabled?: boolean;
lightsEnabled?: boolean;
texturesEnabled?: boolean;
lensFlaresEnabled?: boolean;
proceduralTexturesEnabled?: boolean;
renderTargetsEnabled?: boolean;
spritesEnabled?: boolean;
skeletonsEnabled?: boolean;
audioEnabled?: boolean;
};
}
/**
* The Color Grading Configuration groups the different settings used to define the color grading used in the viewer.
*/
export interface IColorGradingConfiguration {
/**
* Transform data string, encoded as determined by transformDataFormat.
*/
transformData: string;
/**
* The encoding format of TransformData (currently only raw-base16 is supported).
*/
transformDataFormat: string;
/**
* The weight of the transform
*/
transformWeight: number;
/**
* Color curve colorFilterHueGlobal value
*/
colorFilterHueGlobal: number;
/**
* Color curve colorFilterHueShadows value
*/
colorFilterHueShadows: number;
/**
* Color curve colorFilterHueMidtones value
*/
colorFilterHueMidtones: number;
/**
* Color curve colorFilterHueHighlights value
*/
colorFilterHueHighlights: number;
/**
* Color curve colorFilterDensityGlobal value
*/
colorFilterDensityGlobal: number;
/**
* Color curve colorFilterDensityShadows value
*/
colorFilterDensityShadows: number;
/**
* Color curve colorFilterDensityMidtones value
*/
colorFilterDensityMidtones: number;
/**
* Color curve colorFilterDensityHighlights value
*/
colorFilterDensityHighlights: number;
/**
* Color curve saturationGlobal value
*/
saturationGlobal: number;
/**
* Color curve saturationShadows value
*/
saturationShadows: number;
/**
* Color curve saturationMidtones value
*/
saturationMidtones: number;
/**
* Color curve saturationHighlights value
*/
saturationHighlights: number;
/**
* Color curve exposureGlobal value
*/
exposureGlobal: number;
/**
* Color curve exposureShadows value
*/
exposureShadows: number;
/**
* Color curve exposureMidtones value
*/
exposureMidtones: number;
/**
* Color curve exposureHighlights value
*/
exposureHighlights: number;
}
export interface ISceneOptimizerConfiguration {
targetFrameRate?: number;
trackerDuration?: number;
autoGeneratePriorities?: boolean;
improvementMode?: boolean;
degradation?: string;
types?: {
texture?: ISceneOptimizerParameters;
hardwareScaling?: ISceneOptimizerParameters;
shadow?: ISceneOptimizerParameters;
postProcess?: ISceneOptimizerParameters;
lensFlare?: ISceneOptimizerParameters;
particles?: ISceneOptimizerParameters;
renderTarget?: ISceneOptimizerParameters;
mergeMeshes?: ISceneOptimizerParameters;
};
custom?: string;
}
export interface IObserversConfiguration {
onEngineInit?: string;
onSceneInit?: string;
onModelLoaded?: string;
}
export interface ICameraConfiguration {
position?: {
x: number;
y: number;
z: number;
};
rotation?: {
x: number;
y: number;
z: number;
w: number;
};
fov?: number;
fovMode?: number;
minZ?: number;
maxZ?: number;
inertia?: number;
exposure?: number;
pinchPrecision?: number;
behaviors?: {
[name: string]: number | {
type: number;
[propName: string]: any;
};
};
disableCameraControl?: boolean;
disableCtrlForPanning?: boolean;
disableAutoFocus?: boolean;
[propName: string]: any;
}
export interface ILightConfiguration {
type: number;
name?: string;
disabled?: boolean;
position?: {
x: number;
y: number;
z: number;
};
target?: {
x: number;
y: number;
z: number;
};
direction?: {
x: number;
y: number;
z: number;
};
diffuse?: {
r: number;
g: number;
b: number;
};
specular?: {
r: number;
g: number;
b: number;
};
intensity?: number;
intensityMode?: number;
radius?: number;
shadownEnabled?: boolean;
shadowConfig?: {
useBlurExponentialShadowMap?: boolean;
useBlurCloseExponentialShadowMap?: boolean;
useKernelBlur?: boolean;
blurKernel?: number;
blurScale?: number;
minZ?: number;
maxZ?: number;
frustumSize?: number;
angleScale?: number;
frustumEdgeFalloff?: number;
[propName: string]: any;
};
spotAngle?: number;
shadowFieldOfView?: number;
shadowBufferSize?: number;
shadowFrustumSize?: number;
shadowMinZ?: number;
shadowMaxZ?: number;
[propName: string]: any;
behaviors?: {
[name: string]: number | {
type: number;
[propName: string]: any;
};
};
}
export interface ISceneOptimizerParameters {
priority?: number;
maximumSize?: number;
step?: number;
}
export interface IImageProcessingConfiguration {
colorGradingEnabled?: boolean;
colorCurvesEnabled?: boolean;
colorCurves?: {
globalHue?: number;
globalDensity?: number;
globalSaturation?: number;
globalExposure?: number;
highlightsHue?: number;
highlightsDensity?: number;
highlightsSaturation?: number;
highlightsExposure?: number;
midtonesHue?: number;
midtonesDensity?: number;
midtonesSaturation?: number;
midtonesExposure?: number;
shadowsHue?: number;
shadowsDensity?: number;
shadowsSaturation?: number;
shadowsExposure?: number;
};
colorGradingWithGreenDepth?: boolean;
colorGradingBGR?: boolean;
exposure?: number;
toneMappingEnabled?: boolean;
contrast?: number;
vignetteEnabled?: boolean;
vignetteStretch?: number;
vignetteCentreX?: number;
vignetteCentreY?: number;
vignetteWeight?: number;
vignetteColor?: {
r: number;
g: number;
b: number;
a?: number;
};
vignetteCameraFov?: number;
vignetteBlendMode?: number;
vignetteM?: boolean;
applyByPostProcess?: boolean;
isEnabled?: boolean;
}
}
declare module BabylonViewer {
/**
* A single template configuration object
*/
export interface ITemplateConfiguration {
/**
* can be either the id of the template's html element or a URL.
* See - http://doc.babylonjs.com/extensions/the_templating_system#location-vs-html
*/
location?: string;
/**
* If no location is provided you can provide here the raw html of this template.
* See http://doc.babylonjs.com/extensions/the_templating_system#location-vs-html
*/
html?: string;
id?: string;
/**
* Parameters that will be delivered to the template and will render it accordingly.
*/
params?: {
[key: string]: string | number | boolean | object;
};
/**
* Events to attach to this template.
* event name is the key. the value can either be a boolean (attach to the parent element)
* or a map of html id elements.
*
* See - http://doc.babylonjs.com/extensions/the_templating_system#event-binding
*/
events?: {
pointerdown?: boolean | {
[id: string]: boolean;
};
pointerup?: boolean | {
[id: string]: boolean;
};
pointermove?: boolean | {
[id: string]: boolean;
};
pointerover?: boolean | {
[id: string]: boolean;
};
pointerout?: boolean | {
[id: string]: boolean;
};
pointerenter?: boolean | {
[id: string]: boolean;
};
pointerleave?: boolean | {
[id: string]: boolean;
};
pointercancel?: boolean | {
[id: string]: boolean;
};
click?: boolean | {
[id: string]: boolean;
};
dragstart?: boolean | {
[id: string]: boolean;
};
drop?: boolean | {
[id: string]: boolean;
};
[key: string]: boolean | {
[id: string]: boolean;
} | undefined;
};
}
/**
* The object sent when an event is triggered
*/
export interface EventCallback {
event: Event;
template: Template;
selector: string;
payload?: any;
}
/**
* The template manager, a member of the viewer class, will manage the viewer's templates and generate the HTML.
* The template manager managers a single viewer and can be seen as the collection of all sub-templates of the viewer.
*/
export class TemplateManager {
containerElement: HTMLElement;
/**
* Will be triggered when any template is initialized
*/
onTemplateInit: BABYLON.Observable;
/**
* Will be triggered when any template is fully loaded
*/
onTemplateLoaded: BABYLON.Observable;
/**
* Will be triggered when a template state changes
*/
onTemplateStateChange: BABYLON.Observable;
/**
* Will be triggered when all templates finished loading
*/
onAllLoaded: BABYLON.Observable;
/**
* Will be triggered when any event on any template is triggered.
*/
onEventTriggered: BABYLON.Observable;
/**
* This template manager's event manager. In charge of callback registrations to native event types
*/
eventManager: EventManager;
constructor(containerElement: HTMLElement);
/**
* Initialize the template(s) for the viewer. Called bay the Viewer class
* @param templates the templates to be used to initialize the main template
*/
initTemplate(templates: {
[key: string]: ITemplateConfiguration;
}): Promise;
/**
* Get the canvas in the template tree.
* There must be one and only one canvas inthe template.
*/
getCanvas(): HTMLCanvasElement | null;
/**
* Get a specific template from the template tree
* @param name the name of the template to load
*/
getTemplate(name: string): Template | undefined;
/**
* Dispose the template manager
*/
dispose(): void;
}
/**
* This class represents a single template in the viewer's template tree.
* An example for a template is a single canvas, an overlay (containing sub-templates) or the navigation bar.
* A template is injected using the template manager in the correct position.
* The template is rendered using Handlebars and can use Handlebars' features (such as parameter injection)
*
* For further information please refer to the documentation page, https://doc.babylonjs.com
*/
export class Template {
name: string;
/**
* Will be triggered when the template is loaded
*/
onLoaded: BABYLON.Observable;
/**
* will be triggered when the template is appended to the tree
*/
onAppended: BABYLON.Observable;
/**
* Will be triggered when the template's state changed (shown, hidden)
*/
onStateChange: BABYLON.Observable;
/**
* Will be triggered when an event is triggered on ths template.
* The event is a native browser event (like mouse or pointer events)
*/
onEventTriggered: BABYLON.Observable;
/**
* is the template loaded?
*/
isLoaded: boolean;
/**
* This is meant to be used to track the show and hide functions.
* This is NOT (!!) a flag to check if the element is actually visible to the user.
*/
isShown: boolean;
/**
* Is this template a part of the HTML tree (the template manager injected it)
*/
isInHtmlTree: boolean;
/**
* The HTML element containing this template
*/
parent: HTMLElement;
/**
* A promise that is fulfilled when the template finished loading.
*/
initPromise: Promise;
constructor(name: string, _configuration: ITemplateConfiguration);
/**
* Some templates have parameters (like background color for example).
* The parameters are provided to Handlebars which in turn generates the template.
* This function will update the template with the new parameters
*
* Note that when updating parameters the events will be registered again (after being cleared).
*
* @param params the new template parameters
*/
updateParams(params: {
[key: string]: string | number | boolean | object;
}, append?: boolean): void;
/**
* Get the template'S configuration
*/
readonly configuration: ITemplateConfiguration;
/**
* A template can be a parent element for other templates or HTML elements.
* This function will deliver all child HTML elements of this template.
*/
getChildElements(): Array;
/**
* Appending the template to a parent HTML element.
* If a parent is already set and you wish to replace the old HTML with new one, forceRemove should be true.
* @param parent the parent to which the template is added
* @param forceRemove if the parent already exists, shoud the template be removed from it?
*/
appendTo(parent: HTMLElement, forceRemove?: boolean): void;
/**
* Show the template using the provided visibilityFunction, or natively using display: flex.
* The provided function returns a promise that should be fullfilled when the element is shown.
* Since it is a promise async operations are more than possible.
* See the default viewer for an opacity example.
* @param visibilityFunction The function to execute to show the template.
*/
show(visibilityFunction?: (template: Template) => Promise): Promise;
/**
* Hide the template using the provided visibilityFunction, or natively using display: none.
* The provided function returns a promise that should be fullfilled when the element is hidden.
* Since it is a promise async operations are more than possible.
* See the default viewer for an opacity example.
* @param visibilityFunction The function to execute to show the template.
*/
hide(visibilityFunction?: (template: Template) => Promise): Promise;
/**
* Dispose this template
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* This interface describes the structure of the variable sent with the configuration observables of the scene manager.
* O - the type of object we are dealing with (Light, BABYLON.ArcRotateCamera, BABYLON.Scene, etc')
* T - the configuration type
*/
export interface IPostConfigurationCallback {
newConfiguration: CONF;
sceneManager: SceneManager;
object: OBJ;
model?: ViewerModel;
}
export class SceneManager {
/**
* Will notify when the scene was initialized
*/
onSceneInitObservable: BABYLON.Observable;
/**
* Will notify after the scene was configured. Can be used to further configure the scene
*/
onSceneConfiguredObservable: BABYLON.Observable>;
/**
* Will notify after the scene optimized was configured. Can be used to further configure the scene optimizer
*/
onSceneOptimizerConfiguredObservable: BABYLON.Observable>;
/**
* Will notify after the camera was configured. Can be used to further configure the camera
*/
onCameraConfiguredObservable: BABYLON.Observable>;
/**
* Will notify after the lights were configured. Can be used to further configure lights
*/
onLightsConfiguredObservable: BABYLON.Observable, {
[name: string]: ILightConfiguration | boolean;
}>>;
/**
* Will notify after the model(s) were configured. Can be used to further configure models
*/
onModelsConfiguredObservable: BABYLON.Observable, IModelConfiguration>>;
/**
* Will notify after the envirnoment was configured. Can be used to further configure the environment
*/
onEnvironmentConfiguredObservable: BABYLON.Observable>;
/**
* The Babylon BABYLON.Scene of this viewer
*/
scene: BABYLON.Scene;
/**
* The camera used in this viewer
*/
camera: BABYLON.ArcRotateCamera;
/**
* Babylon's scene optimizer
*/
sceneOptimizer: BABYLON.SceneOptimizer;
/**
* Models displayed in this viewer.
*/
models: Array;
/**
* Babylon's environment helper of this viewer
*/
environmentHelper: BABYLON.EnvironmentHelper;
protected _defaultHighpTextureType: number;
protected _shadowGeneratorBias: number;
protected _defaultPipelineTextureType: number;
/**
* The maximum number of shadows supported by the curent viewer
*/
protected _maxShadows: number;
/**
* The labs variable consists of objects that will have their API change.
* Please be careful when using labs in production.
*/
labs: ViewerLabs;
readonly defaultRenderingPipeline: BABYLON.Nullable;
constructor(_viewer: AbstractViewer);
/**
* Returns a boolean representing HDR support
*/
readonly isHdrSupported: boolean;
/**
* Return the main color defined in the configuration.
*/
readonly mainColor: BABYLON.Color3;
readonly reflectionColor: BABYLON.Color3;
animationBlendingEnabled: boolean;
/**
* Should shadows be rendered every frame, or only once and stop.
* This can be used to optimize a scene.
*
* Not that the shadows will NOT disapear but will remain in place.
* @param process if true shadows will be updated once every frame. if false they will stop being updated.
*/
processShadows: boolean;
groundEnabled: boolean;
/**
* sets wether the reflection is disabled.
*/
groundMirrorEnabled: boolean;
defaultRenderingPipelineEnabled: boolean;
/**
* Sets the engine flags to unlock all babylon features.
* Can also be configured using the scene.flags configuration object
*/
unlockBabylonFeatures(): void;
/**
* initialize the scene. Calling this function again will dispose the old scene, if exists.
*/
initScene(sceneConfiguration?: ISceneConfiguration, optimizerConfiguration?: boolean | ISceneOptimizerConfiguration): Promise;
clearScene(clearModels?: boolean, clearLights?: boolean): void;
/**
* This will update the scene's configuration, including camera, lights, environment.
* @param newConfiguration the delta that should be configured. This includes only the changes
* @param globalConfiguration The global configuration object, after the new configuration was merged into it
*/
updateConfiguration(newConfiguration: Partial, globalConfiguration: ViewerConfiguration): void;
bloomEnabled: boolean;
fxaaEnabled: boolean;
/**
* internally configure the scene using the provided configuration.
* The scene will not be recreated, but just updated.
* @param sceneConfig the (new) scene configuration
*/
protected _configureScene(sceneConfig: ISceneConfiguration): void;
/**
* Configure the scene optimizer.
* The existing scene optimizer will be disposed and a new one will be created.
* @param optimizerConfig the (new) optimizer configuration
*/
protected _configureOptimizer(optimizerConfig: ISceneOptimizerConfiguration | boolean): void;
/**
* (Re) configure the camera. The camera will only be created once and from this point will only be reconfigured.
* @param cameraConfig the new camera configuration
* @param model optionally use the model to configure the camera.
*/
protected _configureCamera(cameraConfig?: ICameraConfiguration): void;
protected _configureEnvironment(skyboxConifguration?: ISkyboxConfiguration | boolean, groundConfiguration?: IGroundConfiguration | boolean): Promise | undefined;
/**
* configure the lights.
*
* @param lightsConfiguration the (new) light(s) configuration
* @param model optionally use the model to configure the camera.
*/
protected _configureLights(lightsConfiguration?: {
[name: string]: ILightConfiguration | boolean;
}): void;
/**
* Gets the shadow map blur kernel according to the light configuration.
* @param light The light used to generate the shadows
* @param bufferSize The size of the shadow map
* @return the kernel blur size
*/
getBlurKernel(light: BABYLON.IShadowLight, bufferSize: number): number;
/**
* Alters render settings to reduce features based on hardware feature limitations
* @param enableHDR Allows the viewer to run in HDR mode.
*/
protected _handleHardwareLimitations(enableHDR?: boolean): void;
/**
* Dispoe the entire viewer including the scene and the engine
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* The configuration loader will load the configuration object from any source and will use the defined mapper to
* parse the object and return a conform ViewerConfiguration.
* It is a private member of the scene.
*/
export class ConfigurationLoader {
constructor(_enableCache?: boolean);
/**
* load a configuration object that is defined in the initial configuration provided.
* The viewer configuration can extend different types of configuration objects and have an extra configuration defined.
*
* @param initConfig the initial configuration that has the definitions of further configuration to load.
* @param callback an optional callback that will be called sync, if noconfiguration needs to be loaded or configuration is payload-only
* @returns A promise that delivers the extended viewer configuration, when done.
*/
loadConfiguration(initConfig?: ViewerConfiguration, callback?: (config: ViewerConfiguration) => void): Promise;
/**
* Dispose the configuration loader. This will cancel file requests, if active.
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* The EventManager is in charge of registering user interctions with the viewer.
* It is used in the TemplateManager
*/
export class EventManager {
constructor(_templateManager: TemplateManager);
/**
* Register a new callback to a specific template.
* The best example for the usage can be found in the DefaultViewer
*
* @param templateName the templateName to register the event to
* @param callback The callback to be executed
* @param eventType the type of event to register
* @param selector an optional selector. if not defined the parent object in the template will be selected
*/
registerCallback(templateName: string, callback: (eventData: EventCallback) => void, eventType?: string, selector?: string): void;
/**
* This will remove a registered event from the defined template.
* Each one of the variables apart from the template name are optional, but one must be provided.
*
* @param templateName the templateName
* @param callback the callback to remove (optional)
* @param eventType the event type to remove (optional)
* @param selector the selector from which to remove the event (optional)
*/
unregisterCallback(templateName: string, callback: (eventData: EventCallback) => void, eventType?: string, selector?: string): void;
/**
* Dispose the event manager
*/
dispose(): void;
}
}
declare module BabylonViewer {
/**
* The ViewerLabs class will hold functions that are not (!) backwards compatible.
* The APIs in all labs-related classes and configuration might change.
* Once stable, lab features will be moved to the publis API and configuration object.
*/
export class ViewerLabs {
constructor(_sceneManager: SceneManager);
assetsRootURL: string;
environment: PBREnvironment;
/**
* Loads an environment map from a given URL
* @param url URL of environment map
* @param onSuccess Callback fired after environment successfully applied to the scene
* @param onProgress Callback fired at progress events while loading the environment map
* @param onError Callback fired when the load fails
*/
loadEnvironment(url: string, onSuccess?: (env: PBREnvironment) => void, onProgress?: (bytesLoaded: number, bytesTotal: number) => void, onError?: (e: any) => void): void;
/**
* Loads an environment map from a given URL
* @param buffer ArrayBuffer containing environment map
* @param onSuccess Callback fired after environment successfully applied to the scene
* @param onProgress Callback fired at progress events while loading the environment map
* @param onError Callback fired when the load fails
*/
loadEnvironment(buffer: ArrayBuffer, onSuccess?: (env: PBREnvironment) => void, onProgress?: (bytesLoaded: number, bytesTotal: number) => void, onError?: (e: any) => void): void;
/**
* Sets the environment to an already loaded environment
* @param env PBREnvironment instance
* @param onSuccess Callback fired after environment successfully applied to the scene
* @param onProgress Callback fired at progress events while loading the environment map
* @param onError Callback fired when the load fails
*/
loadEnvironment(env: PBREnvironment, onSuccess?: (env: PBREnvironment) => void, onProgress?: (bytesLoaded: number, bytesTotal: number) => void, onError?: (e: any) => void): void;
/**
* Applies an `EnvironmentMapConfiguration` to the scene
* @param environmentMapConfiguration Environment map configuration to apply
*/
applyEnvironmentMapConfiguration(rotationY?: number): void;
/**
* Get an environment asset url by using the configuration if the path is not absolute.
* @param url Asset url
* @returns The Asset url using the `environmentAssetsRootURL` if the url is not an absolute path.
*/
getAssetUrl(url: string): string;
}
}
declare module BabylonViewer {
/**
* Spherical polynomial coefficients (counter part to spherical harmonic coefficients used in shader irradiance calculation)
* @ignoreChildren
*/
export interface SphericalPolynomalCoefficients {
x: BABYLON.Vector3;
y: BABYLON.Vector3;
z: BABYLON.Vector3;
xx: BABYLON.Vector3;
yy: BABYLON.Vector3;
zz: BABYLON.Vector3;
yz: BABYLON.Vector3;
zx: BABYLON.Vector3;
xy: BABYLON.Vector3;
}
/**
* Wraps data and maps required for environments with physically based rendering
*/
export interface PBREnvironment {
/**
* Spherical Polynomial Coefficients representing an irradiance map
*/
irradiancePolynomialCoefficients: SphericalPolynomalCoefficients;
/**
* Specular cubemap
*/
specularTexture?: TextureCube;
/**
* A scale factor applied to RGB values after reading from environment maps
*/
textureIntensityScale: number;
}
/**
* Environment map representations: layouts, projections and approximations
*/
export type MapType = 'irradiance_sh_coefficients_9' | 'cubemap_faces';
/**
* Image type used for environment map
*/
export type ImageType = 'png';
/**
* A generic field in JSON that report's its type
*/
export interface TypedObject {
type: T;
}
/**
* Describes a range of bytes starting at byte pos (inclusive) and finishing at byte pos + length - 1
*/
export interface ByteRange {
pos: number;
length: number;
}
/**
* Complete Spectre Environment JSON Descriptor
*/
export interface EnvJsonDescriptor {
radiance: TypedObject;
irradiance: TypedObject;
specular: TypedObject;
}
/**
* Spherical harmonic coefficients to provide an irradiance map
*/
export interface IrradianceSHCoefficients9 extends TypedObject {
l00: Array;
l1_1: Array;
l10: Array;
l11: Array;
l2_2: Array;
l2_1: Array;
l20: Array;
l21: Array;
l22: Array;
}
/**
* A generic set of images, where the image content is specified by byte ranges in the mipmaps field
*/
export interface ImageSet extends TypedObject {
imageType: ImageType;
width: number;
height: number;
mipmaps: Array;
multiplier: number;
}
/**
* A set of cubemap faces
*/
export type CubemapFaces = ImageSet>;
/**
* A single image containing an atlas of equirectangular-projection maps across all mip levels
*/
export type EquirectangularMipmapAtlas = ImageSet;
/**
* A static class proving methods to aid parsing Spectre environment files
*/
export class EnvironmentDeserializer {
/**
* Parses an arraybuffer into a new PBREnvironment object
* @param arrayBuffer The arraybuffer of the Spectre environment file
* @return a PBREnvironment object
*/
static Parse(arrayBuffer: ArrayBuffer): PBREnvironment;
}
}
declare module BabylonViewer {
/**
* WebGL Pixel Formats
*/
export const enum PixelFormat {
DEPTH_COMPONENT = 6402,
ALPHA = 6406,
RGB = 6407,
RGBA = 6408,
LUMINANCE = 6409,
LUMINANCE_ALPHA = 6410,
}
/**
* WebGL Pixel Types
*/
export const enum PixelType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820,
UNSIGNED_SHORT_5_6_5 = 33635,
}
/**
* WebGL Texture Magnification Filter
*/
export const enum TextureMagFilter {
NEAREST = 9728,
LINEAR = 9729,
}
/**
* WebGL Texture Minification Filter
*/
export const enum TextureMinFilter {
NEAREST = 9728,
LINEAR = 9729,
NEAREST_MIPMAP_NEAREST = 9984,
LINEAR_MIPMAP_NEAREST = 9985,
NEAREST_MIPMAP_LINEAR = 9986,
LINEAR_MIPMAP_LINEAR = 9987,
}
/**
* WebGL Texture Wrap Modes
*/
export const enum TextureWrapMode {
REPEAT = 10497,
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
}
/**
* Raw texture data and descriptor sufficient for WebGL texture upload
*/
export interface TextureData {
/**
* Width of image
*/
width: number;
/**
* Height of image
*/
height: number;
/**
* Format of pixels in data
*/
format: PixelFormat;
/**
* Row byte alignment of pixels in data
*/
alignment: number;
/**
* Pixel data
*/
data: ArrayBufferView;
}
/**
* Wraps sampling parameters for a WebGL texture
*/
export interface SamplingParameters {
/**
* Magnification mode when upsampling from a WebGL texture
*/
magFilter?: TextureMagFilter;
/**
* Minification mode when upsampling from a WebGL texture
*/
minFilter?: TextureMinFilter;
/**
* X axis wrapping mode when sampling out of a WebGL texture bounds
*/
wrapS?: TextureWrapMode;
/**
* Y axis wrapping mode when sampling out of a WebGL texture bounds
*/
wrapT?: TextureWrapMode;
/**
* Anisotropic filtering samples
*/
maxAnisotropy?: number;
}
/**
* Represents a valid WebGL texture source for use in texImage2D
*/
export type TextureSource = TextureData | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement;
/**
* A generic set of texture mipmaps (where index 0 has the largest dimension)
*/
export type Mipmaps = Array;
/**
* A set of 6 cubemap arranged in the order [+x, -x, +y, -y, +z, -z]
*/
export type Faces = Array;
/**
* A set of texture mipmaps specifically for 2D textures in WebGL (where index 0 has the largest dimension)
*/
export type Mipmaps2D = Mipmaps;
/**
* A set of texture mipmaps specifically for cubemap textures in WebGL (where index 0 has the largest dimension)
*/
export type MipmapsCube = Mipmaps>;
/**
* A minimal WebGL cubemap descriptor
*/
export class TextureCube {
internalFormat: PixelFormat;
type: PixelType;
source: MipmapsCube;
/**
* Returns the width of a face of the texture or 0 if not available
*/
readonly Width: number;
/**
* Returns the height of a face of the texture or 0 if not available
*/
readonly Height: number;
/**
* constructor
* @param internalFormat WebGL pixel format for the texture on the GPU
* @param type WebGL pixel type of the supplied data and texture on the GPU
* @param source An array containing mipmap levels of faces, where each mipmap level is an array of faces and each face is a TextureSource object
*/
constructor(internalFormat: PixelFormat, type: PixelType, source?: MipmapsCube);
}
/**
* A static class providing methods to aid working with Bablyon textures.
*/
export class TextureUtils {
/**
* A prefix used when storing a babylon texture object reference on a Spectre texture object
*/
static BabylonTextureKeyPrefix: string;
/**
* Controls anisotropic filtering for deserialized textures.
*/
static MaxAnisotropy: number;
/**
* Returns a BabylonCubeTexture instance from a Spectre texture cube, subject to sampling parameters.
* If such a texture has already been requested in the past, this texture will be returned, otherwise a new one will be created.
* The advantage of this is to enable working with texture objects without the need to initialize on the GPU until desired.
* @param scene A Babylon BABYLON.Scene instance
* @param textureCube A Spectre TextureCube object
* @param parameters WebGL texture sampling parameters
* @param automaticMipmaps Pass true to enable automatic mipmap generation where possible (requires power of images)
* @param environment Specifies that the texture will be used as an environment
* @param singleLod Specifies that the texture will be a singleLod (for environment)
* @return Babylon cube texture
*/
static GetBabylonCubeTexture(scene: BABYLON.Scene, textureCube: TextureCube, automaticMipmaps: boolean, environment?: boolean, singleLod?: boolean): BABYLON.CubeTexture;
/**
* Applies Spectre SamplingParameters to a Babylon texture by directly setting texture parameters on the internal WebGLTexture as well as setting Babylon fields
* @param babylonTexture Babylon texture to apply texture to (requires the Babylon texture has an initialize _texture field)
* @param parameters Spectre SamplingParameters to apply
*/
static ApplySamplingParameters(babylonTexture: BABYLON.BaseTexture, parameters: SamplingParameters): void;
/**
* Environment preprocessing dedicated value (Internal Use or Advanced only).
*/
static EnvironmentLODScale: number;
/**
* Environment preprocessing dedicated value (Internal Use or Advanced only)..
*/
static EnvironmentLODOffset: number;
}
}