documentation.d.ts 3.1 MB

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  1. declare module BABYLON {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module BABYLON {
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module BABYLON {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module BABYLON {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module BABYLON {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module BABYLON {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module BABYLON {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module BABYLON {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module BABYLON {
  409. /**
  410. * Interface used to define the mechanism to get data from the network
  411. */
  412. export interface IWebRequest {
  413. /**
  414. * Returns client's response url
  415. */
  416. responseURL: string;
  417. /**
  418. * Returns client's status
  419. */
  420. status: number;
  421. /**
  422. * Returns client's status as a text
  423. */
  424. statusText: string;
  425. }
  426. }
  427. declare module BABYLON {
  428. /**
  429. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  430. */
  431. export class WebRequest implements IWebRequest {
  432. private _xhr;
  433. /**
  434. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  435. * i.e. when loading files, where the server/service expects an Authorization header
  436. */
  437. static CustomRequestHeaders: {
  438. [key: string]: string;
  439. };
  440. /**
  441. * Add callback functions in this array to update all the requests before they get sent to the network
  442. */
  443. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  444. private _injectCustomRequestHeaders;
  445. /**
  446. * Gets or sets a function to be called when loading progress changes
  447. */
  448. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  449. /**
  450. * Returns client's state
  451. */
  452. readonly readyState: number;
  453. /**
  454. * Returns client's status
  455. */
  456. readonly status: number;
  457. /**
  458. * Returns client's status as a text
  459. */
  460. readonly statusText: string;
  461. /**
  462. * Returns client's response
  463. */
  464. readonly response: any;
  465. /**
  466. * Returns client's response url
  467. */
  468. readonly responseURL: string;
  469. /**
  470. * Returns client's response as text
  471. */
  472. readonly responseText: string;
  473. /**
  474. * Gets or sets the expected response type
  475. */
  476. responseType: XMLHttpRequestResponseType;
  477. /** @hidden */
  478. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  479. /** @hidden */
  480. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  481. /**
  482. * Cancels any network activity
  483. */
  484. abort(): void;
  485. /**
  486. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  487. * @param body defines an optional request body
  488. */
  489. send(body?: Document | BodyInit | null): void;
  490. /**
  491. * Sets the request method, request URL
  492. * @param method defines the method to use (GET, POST, etc..)
  493. * @param url defines the url to connect with
  494. */
  495. open(method: string, url: string): void;
  496. }
  497. }
  498. declare module BABYLON {
  499. /**
  500. * File request interface
  501. */
  502. export interface IFileRequest {
  503. /**
  504. * Raised when the request is complete (success or error).
  505. */
  506. onCompleteObservable: Observable<IFileRequest>;
  507. /**
  508. * Aborts the request for a file.
  509. */
  510. abort: () => void;
  511. }
  512. }
  513. declare module BABYLON {
  514. /**
  515. * Define options used to create a render target texture
  516. */
  517. export class RenderTargetCreationOptions {
  518. /**
  519. * Specifies is mipmaps must be generated
  520. */
  521. generateMipMaps?: boolean;
  522. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  523. generateDepthBuffer?: boolean;
  524. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  525. generateStencilBuffer?: boolean;
  526. /** Defines texture type (int by default) */
  527. type?: number;
  528. /** Defines sampling mode (trilinear by default) */
  529. samplingMode?: number;
  530. /** Defines format (RGBA by default) */
  531. format?: number;
  532. }
  533. }
  534. declare module BABYLON {
  535. /**
  536. * @hidden
  537. **/
  538. export class _TimeToken {
  539. _startTimeQuery: Nullable<WebGLQuery>;
  540. _endTimeQuery: Nullable<WebGLQuery>;
  541. _timeElapsedQuery: Nullable<WebGLQuery>;
  542. _timeElapsedQueryEnded: boolean;
  543. }
  544. }
  545. declare module BABYLON {
  546. /** Defines the cross module used constants to avoid circular dependncies */
  547. export class Constants {
  548. /** Defines that alpha blending is disabled */
  549. static readonly ALPHA_DISABLE: number;
  550. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  551. static readonly ALPHA_ADD: number;
  552. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  553. static readonly ALPHA_COMBINE: number;
  554. /** Defines that alpha blending to DEST - SRC * DEST */
  555. static readonly ALPHA_SUBTRACT: number;
  556. /** Defines that alpha blending to SRC * DEST */
  557. static readonly ALPHA_MULTIPLY: number;
  558. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  559. static readonly ALPHA_MAXIMIZED: number;
  560. /** Defines that alpha blending to SRC + DEST */
  561. static readonly ALPHA_ONEONE: number;
  562. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  563. static readonly ALPHA_PREMULTIPLIED: number;
  564. /**
  565. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  566. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  567. */
  568. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  569. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  570. static readonly ALPHA_INTERPOLATE: number;
  571. /**
  572. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  573. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  574. */
  575. static readonly ALPHA_SCREENMODE: number;
  576. /**
  577. * Defines that alpha blending to SRC + DST
  578. * Alpha will be set to SRC ALPHA + DST ALPHA
  579. */
  580. static readonly ALPHA_ONEONE_ONEONE: number;
  581. /**
  582. * Defines that alpha blending to SRC * DST ALPHA + DST
  583. * Alpha will be set to 0
  584. */
  585. static readonly ALPHA_ALPHATOCOLOR: number;
  586. /**
  587. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  588. */
  589. static readonly ALPHA_REVERSEONEMINUS: number;
  590. /**
  591. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  592. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  593. */
  594. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  595. /**
  596. * Defines that alpha blending to SRC + DST
  597. * Alpha will be set to SRC ALPHA
  598. */
  599. static readonly ALPHA_ONEONE_ONEZERO: number;
  600. /** Defines that alpha blending equation a SUM */
  601. static readonly ALPHA_EQUATION_ADD: number;
  602. /** Defines that alpha blending equation a SUBSTRACTION */
  603. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  604. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  605. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  606. /** Defines that alpha blending equation a MAX operation */
  607. static readonly ALPHA_EQUATION_MAX: number;
  608. /** Defines that alpha blending equation a MIN operation */
  609. static readonly ALPHA_EQUATION_MIN: number;
  610. /**
  611. * Defines that alpha blending equation a DARKEN operation:
  612. * It takes the min of the src and sums the alpha channels.
  613. */
  614. static readonly ALPHA_EQUATION_DARKEN: number;
  615. /** Defines that the ressource is not delayed*/
  616. static readonly DELAYLOADSTATE_NONE: number;
  617. /** Defines that the ressource was successfully delay loaded */
  618. static readonly DELAYLOADSTATE_LOADED: number;
  619. /** Defines that the ressource is currently delay loading */
  620. static readonly DELAYLOADSTATE_LOADING: number;
  621. /** Defines that the ressource is delayed and has not started loading */
  622. static readonly DELAYLOADSTATE_NOTLOADED: number;
  623. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  624. static readonly NEVER: number;
  625. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  626. static readonly ALWAYS: number;
  627. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  628. static readonly LESS: number;
  629. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  630. static readonly EQUAL: number;
  631. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  632. static readonly LEQUAL: number;
  633. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  634. static readonly GREATER: number;
  635. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  636. static readonly GEQUAL: number;
  637. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  638. static readonly NOTEQUAL: number;
  639. /** Passed to stencilOperation to specify that stencil value must be kept */
  640. static readonly KEEP: number;
  641. /** Passed to stencilOperation to specify that stencil value must be replaced */
  642. static readonly REPLACE: number;
  643. /** Passed to stencilOperation to specify that stencil value must be incremented */
  644. static readonly INCR: number;
  645. /** Passed to stencilOperation to specify that stencil value must be decremented */
  646. static readonly DECR: number;
  647. /** Passed to stencilOperation to specify that stencil value must be inverted */
  648. static readonly INVERT: number;
  649. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  650. static readonly INCR_WRAP: number;
  651. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  652. static readonly DECR_WRAP: number;
  653. /** Texture is not repeating outside of 0..1 UVs */
  654. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  655. /** Texture is repeating outside of 0..1 UVs */
  656. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  657. /** Texture is repeating and mirrored */
  658. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  659. /** ALPHA */
  660. static readonly TEXTUREFORMAT_ALPHA: number;
  661. /** LUMINANCE */
  662. static readonly TEXTUREFORMAT_LUMINANCE: number;
  663. /** LUMINANCE_ALPHA */
  664. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  665. /** RGB */
  666. static readonly TEXTUREFORMAT_RGB: number;
  667. /** RGBA */
  668. static readonly TEXTUREFORMAT_RGBA: number;
  669. /** RED */
  670. static readonly TEXTUREFORMAT_RED: number;
  671. /** RED (2nd reference) */
  672. static readonly TEXTUREFORMAT_R: number;
  673. /** RG */
  674. static readonly TEXTUREFORMAT_RG: number;
  675. /** RED_INTEGER */
  676. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  677. /** RED_INTEGER (2nd reference) */
  678. static readonly TEXTUREFORMAT_R_INTEGER: number;
  679. /** RG_INTEGER */
  680. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  681. /** RGB_INTEGER */
  682. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  683. /** RGBA_INTEGER */
  684. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  685. /** UNSIGNED_BYTE */
  686. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  687. /** UNSIGNED_BYTE (2nd reference) */
  688. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  689. /** FLOAT */
  690. static readonly TEXTURETYPE_FLOAT: number;
  691. /** HALF_FLOAT */
  692. static readonly TEXTURETYPE_HALF_FLOAT: number;
  693. /** BYTE */
  694. static readonly TEXTURETYPE_BYTE: number;
  695. /** SHORT */
  696. static readonly TEXTURETYPE_SHORT: number;
  697. /** UNSIGNED_SHORT */
  698. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  699. /** INT */
  700. static readonly TEXTURETYPE_INT: number;
  701. /** UNSIGNED_INT */
  702. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  703. /** UNSIGNED_SHORT_4_4_4_4 */
  704. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  705. /** UNSIGNED_SHORT_5_5_5_1 */
  706. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  707. /** UNSIGNED_SHORT_5_6_5 */
  708. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  709. /** UNSIGNED_INT_2_10_10_10_REV */
  710. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  711. /** UNSIGNED_INT_24_8 */
  712. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  713. /** UNSIGNED_INT_10F_11F_11F_REV */
  714. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  715. /** UNSIGNED_INT_5_9_9_9_REV */
  716. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  717. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  718. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  719. /** nearest is mag = nearest and min = nearest and mip = linear */
  720. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  721. /** Bilinear is mag = linear and min = linear and mip = nearest */
  722. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  723. /** Trilinear is mag = linear and min = linear and mip = linear */
  724. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  725. /** nearest is mag = nearest and min = nearest and mip = linear */
  726. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  727. /** Bilinear is mag = linear and min = linear and mip = nearest */
  728. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  729. /** Trilinear is mag = linear and min = linear and mip = linear */
  730. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  731. /** mag = nearest and min = nearest and mip = nearest */
  732. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  733. /** mag = nearest and min = linear and mip = nearest */
  734. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  735. /** mag = nearest and min = linear and mip = linear */
  736. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  737. /** mag = nearest and min = linear and mip = none */
  738. static readonly TEXTURE_NEAREST_LINEAR: number;
  739. /** mag = nearest and min = nearest and mip = none */
  740. static readonly TEXTURE_NEAREST_NEAREST: number;
  741. /** mag = linear and min = nearest and mip = nearest */
  742. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  743. /** mag = linear and min = nearest and mip = linear */
  744. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  745. /** mag = linear and min = linear and mip = none */
  746. static readonly TEXTURE_LINEAR_LINEAR: number;
  747. /** mag = linear and min = nearest and mip = none */
  748. static readonly TEXTURE_LINEAR_NEAREST: number;
  749. /** Explicit coordinates mode */
  750. static readonly TEXTURE_EXPLICIT_MODE: number;
  751. /** Spherical coordinates mode */
  752. static readonly TEXTURE_SPHERICAL_MODE: number;
  753. /** Planar coordinates mode */
  754. static readonly TEXTURE_PLANAR_MODE: number;
  755. /** Cubic coordinates mode */
  756. static readonly TEXTURE_CUBIC_MODE: number;
  757. /** Projection coordinates mode */
  758. static readonly TEXTURE_PROJECTION_MODE: number;
  759. /** Skybox coordinates mode */
  760. static readonly TEXTURE_SKYBOX_MODE: number;
  761. /** Inverse Cubic coordinates mode */
  762. static readonly TEXTURE_INVCUBIC_MODE: number;
  763. /** Equirectangular coordinates mode */
  764. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  765. /** Equirectangular Fixed coordinates mode */
  766. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  767. /** Equirectangular Fixed Mirrored coordinates mode */
  768. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  769. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  770. static readonly SCALEMODE_FLOOR: number;
  771. /** Defines that texture rescaling will look for the nearest power of 2 size */
  772. static readonly SCALEMODE_NEAREST: number;
  773. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  774. static readonly SCALEMODE_CEILING: number;
  775. /**
  776. * The dirty texture flag value
  777. */
  778. static readonly MATERIAL_TextureDirtyFlag: number;
  779. /**
  780. * The dirty light flag value
  781. */
  782. static readonly MATERIAL_LightDirtyFlag: number;
  783. /**
  784. * The dirty fresnel flag value
  785. */
  786. static readonly MATERIAL_FresnelDirtyFlag: number;
  787. /**
  788. * The dirty attribute flag value
  789. */
  790. static readonly MATERIAL_AttributesDirtyFlag: number;
  791. /**
  792. * The dirty misc flag value
  793. */
  794. static readonly MATERIAL_MiscDirtyFlag: number;
  795. /**
  796. * The all dirty flag value
  797. */
  798. static readonly MATERIAL_AllDirtyFlag: number;
  799. /**
  800. * Returns the triangle fill mode
  801. */
  802. static readonly MATERIAL_TriangleFillMode: number;
  803. /**
  804. * Returns the wireframe mode
  805. */
  806. static readonly MATERIAL_WireFrameFillMode: number;
  807. /**
  808. * Returns the point fill mode
  809. */
  810. static readonly MATERIAL_PointFillMode: number;
  811. /**
  812. * Returns the point list draw mode
  813. */
  814. static readonly MATERIAL_PointListDrawMode: number;
  815. /**
  816. * Returns the line list draw mode
  817. */
  818. static readonly MATERIAL_LineListDrawMode: number;
  819. /**
  820. * Returns the line loop draw mode
  821. */
  822. static readonly MATERIAL_LineLoopDrawMode: number;
  823. /**
  824. * Returns the line strip draw mode
  825. */
  826. static readonly MATERIAL_LineStripDrawMode: number;
  827. /**
  828. * Returns the triangle strip draw mode
  829. */
  830. static readonly MATERIAL_TriangleStripDrawMode: number;
  831. /**
  832. * Returns the triangle fan draw mode
  833. */
  834. static readonly MATERIAL_TriangleFanDrawMode: number;
  835. /**
  836. * Stores the clock-wise side orientation
  837. */
  838. static readonly MATERIAL_ClockWiseSideOrientation: number;
  839. /**
  840. * Stores the counter clock-wise side orientation
  841. */
  842. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  843. /**
  844. * Nothing
  845. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  846. */
  847. static readonly ACTION_NothingTrigger: number;
  848. /**
  849. * On pick
  850. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  851. */
  852. static readonly ACTION_OnPickTrigger: number;
  853. /**
  854. * On left pick
  855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  856. */
  857. static readonly ACTION_OnLeftPickTrigger: number;
  858. /**
  859. * On right pick
  860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  861. */
  862. static readonly ACTION_OnRightPickTrigger: number;
  863. /**
  864. * On center pick
  865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  866. */
  867. static readonly ACTION_OnCenterPickTrigger: number;
  868. /**
  869. * On pick down
  870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  871. */
  872. static readonly ACTION_OnPickDownTrigger: number;
  873. /**
  874. * On double pick
  875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  876. */
  877. static readonly ACTION_OnDoublePickTrigger: number;
  878. /**
  879. * On pick up
  880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  881. */
  882. static readonly ACTION_OnPickUpTrigger: number;
  883. /**
  884. * On pick out.
  885. * This trigger will only be raised if you also declared a OnPickDown
  886. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  887. */
  888. static readonly ACTION_OnPickOutTrigger: number;
  889. /**
  890. * On long press
  891. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  892. */
  893. static readonly ACTION_OnLongPressTrigger: number;
  894. /**
  895. * On pointer over
  896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  897. */
  898. static readonly ACTION_OnPointerOverTrigger: number;
  899. /**
  900. * On pointer out
  901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  902. */
  903. static readonly ACTION_OnPointerOutTrigger: number;
  904. /**
  905. * On every frame
  906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  907. */
  908. static readonly ACTION_OnEveryFrameTrigger: number;
  909. /**
  910. * On intersection enter
  911. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  912. */
  913. static readonly ACTION_OnIntersectionEnterTrigger: number;
  914. /**
  915. * On intersection exit
  916. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  917. */
  918. static readonly ACTION_OnIntersectionExitTrigger: number;
  919. /**
  920. * On key down
  921. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  922. */
  923. static readonly ACTION_OnKeyDownTrigger: number;
  924. /**
  925. * On key up
  926. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  927. */
  928. static readonly ACTION_OnKeyUpTrigger: number;
  929. /**
  930. * Billboard mode will only apply to Y axis
  931. */
  932. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  933. /**
  934. * Billboard mode will apply to all axes
  935. */
  936. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  937. /**
  938. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  939. */
  940. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  941. /**
  942. * Gets or sets base Assets URL
  943. */
  944. static PARTICLES_BaseAssetsUrl: string;
  945. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  946. * Test order :
  947. * Is the bounding sphere outside the frustum ?
  948. * If not, are the bounding box vertices outside the frustum ?
  949. * It not, then the cullable object is in the frustum.
  950. */
  951. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  952. /** Culling strategy : Bounding Sphere Only.
  953. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  954. * It's also less accurate than the standard because some not visible objects can still be selected.
  955. * Test : is the bounding sphere outside the frustum ?
  956. * If not, then the cullable object is in the frustum.
  957. */
  958. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  959. /** Culling strategy : Optimistic Inclusion.
  960. * This in an inclusion test first, then the standard exclusion test.
  961. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  962. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  963. * Anyway, it's as accurate as the standard strategy.
  964. * Test :
  965. * Is the cullable object bounding sphere center in the frustum ?
  966. * If not, apply the default culling strategy.
  967. */
  968. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  969. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  970. * This in an inclusion test first, then the bounding sphere only exclusion test.
  971. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  972. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  973. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  974. * Test :
  975. * Is the cullable object bounding sphere center in the frustum ?
  976. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  977. */
  978. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  979. /**
  980. * No logging while loading
  981. */
  982. static readonly SCENELOADER_NO_LOGGING: number;
  983. /**
  984. * Minimal logging while loading
  985. */
  986. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  987. /**
  988. * Summary logging while loading
  989. */
  990. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  991. /**
  992. * Detailled logging while loading
  993. */
  994. static readonly SCENELOADER_DETAILED_LOGGING: number;
  995. }
  996. }
  997. declare module BABYLON {
  998. /**
  999. * This represents the required contract to create a new type of texture loader.
  1000. */
  1001. export interface IInternalTextureLoader {
  1002. /**
  1003. * Defines wether the loader supports cascade loading the different faces.
  1004. */
  1005. supportCascades: boolean;
  1006. /**
  1007. * This returns if the loader support the current file information.
  1008. * @param extension defines the file extension of the file being loaded
  1009. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1010. * @param fallback defines the fallback internal texture if any
  1011. * @param isBase64 defines whether the texture is encoded as a base64
  1012. * @param isBuffer defines whether the texture data are stored as a buffer
  1013. * @returns true if the loader can load the specified file
  1014. */
  1015. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1016. /**
  1017. * Transform the url before loading if required.
  1018. * @param rootUrl the url of the texture
  1019. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1020. * @returns the transformed texture
  1021. */
  1022. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1023. /**
  1024. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1025. * @param rootUrl the url of the texture
  1026. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1027. * @returns the fallback texture
  1028. */
  1029. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1030. /**
  1031. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1032. * @param data contains the texture data
  1033. * @param texture defines the BabylonJS internal texture
  1034. * @param createPolynomials will be true if polynomials have been requested
  1035. * @param onLoad defines the callback to trigger once the texture is ready
  1036. * @param onError defines the callback to trigger in case of error
  1037. */
  1038. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1039. /**
  1040. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1041. * @param data contains the texture data
  1042. * @param texture defines the BabylonJS internal texture
  1043. * @param callback defines the method to call once ready to upload
  1044. */
  1045. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1046. }
  1047. }
  1048. declare module BABYLON {
  1049. /**
  1050. * Class used to store and describe the pipeline context associated with an effect
  1051. */
  1052. export interface IPipelineContext {
  1053. /**
  1054. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1055. */
  1056. isAsync: boolean;
  1057. /**
  1058. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1059. */
  1060. isReady: boolean;
  1061. /** @hidden */
  1062. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1063. }
  1064. }
  1065. declare module BABYLON {
  1066. /**
  1067. * Class used to store gfx data (like WebGLBuffer)
  1068. */
  1069. export class DataBuffer {
  1070. /**
  1071. * Gets or sets the number of objects referencing this buffer
  1072. */
  1073. references: number;
  1074. /** Gets or sets the size of the underlying buffer */
  1075. capacity: number;
  1076. /**
  1077. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1078. */
  1079. is32Bits: boolean;
  1080. /**
  1081. * Gets the underlying buffer
  1082. */
  1083. readonly underlyingResource: any;
  1084. }
  1085. }
  1086. declare module BABYLON {
  1087. /** @hidden */
  1088. export interface IShaderProcessor {
  1089. attributeProcessor?: (attribute: string) => string;
  1090. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1091. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1092. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1093. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1094. lineProcessor?: (line: string, isFragment: boolean) => string;
  1095. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1096. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1097. }
  1098. }
  1099. declare module BABYLON {
  1100. /** @hidden */
  1101. export interface ProcessingOptions {
  1102. defines: string[];
  1103. indexParameters: any;
  1104. isFragment: boolean;
  1105. shouldUseHighPrecisionShader: boolean;
  1106. supportsUniformBuffers: boolean;
  1107. shadersRepository: string;
  1108. includesShadersStore: {
  1109. [key: string]: string;
  1110. };
  1111. processor?: IShaderProcessor;
  1112. version: string;
  1113. platformName: string;
  1114. lookForClosingBracketForUniformBuffer?: boolean;
  1115. }
  1116. }
  1117. declare module BABYLON {
  1118. /**
  1119. * Helper to manipulate strings
  1120. */
  1121. export class StringTools {
  1122. /**
  1123. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  1124. * @param str Source string
  1125. * @param suffix Suffix to search for in the source string
  1126. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1127. */
  1128. static EndsWith(str: string, suffix: string): boolean;
  1129. /**
  1130. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  1131. * @param str Source string
  1132. * @param suffix Suffix to search for in the source string
  1133. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1134. */
  1135. static StartsWith(str: string, suffix: string): boolean;
  1136. }
  1137. }
  1138. declare module BABYLON {
  1139. /** @hidden */
  1140. export class ShaderCodeNode {
  1141. line: string;
  1142. children: ShaderCodeNode[];
  1143. additionalDefineKey?: string;
  1144. additionalDefineValue?: string;
  1145. isValid(preprocessors: {
  1146. [key: string]: string;
  1147. }): boolean;
  1148. process(preprocessors: {
  1149. [key: string]: string;
  1150. }, options: ProcessingOptions): string;
  1151. }
  1152. }
  1153. declare module BABYLON {
  1154. /** @hidden */
  1155. export class ShaderCodeCursor {
  1156. private _lines;
  1157. lineIndex: number;
  1158. readonly currentLine: string;
  1159. readonly canRead: boolean;
  1160. lines: string[];
  1161. }
  1162. }
  1163. declare module BABYLON {
  1164. /** @hidden */
  1165. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1166. process(preprocessors: {
  1167. [key: string]: string;
  1168. }, options: ProcessingOptions): string;
  1169. }
  1170. }
  1171. declare module BABYLON {
  1172. /** @hidden */
  1173. export class ShaderDefineExpression {
  1174. isTrue(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. }
  1178. }
  1179. declare module BABYLON {
  1180. /** @hidden */
  1181. export class ShaderCodeTestNode extends ShaderCodeNode {
  1182. testExpression: ShaderDefineExpression;
  1183. isValid(preprocessors: {
  1184. [key: string]: string;
  1185. }): boolean;
  1186. }
  1187. }
  1188. declare module BABYLON {
  1189. /** @hidden */
  1190. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1191. define: string;
  1192. not: boolean;
  1193. constructor(define: string, not?: boolean);
  1194. isTrue(preprocessors: {
  1195. [key: string]: string;
  1196. }): boolean;
  1197. }
  1198. }
  1199. declare module BABYLON {
  1200. /** @hidden */
  1201. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1202. leftOperand: ShaderDefineExpression;
  1203. rightOperand: ShaderDefineExpression;
  1204. isTrue(preprocessors: {
  1205. [key: string]: string;
  1206. }): boolean;
  1207. }
  1208. }
  1209. declare module BABYLON {
  1210. /** @hidden */
  1211. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1212. leftOperand: ShaderDefineExpression;
  1213. rightOperand: ShaderDefineExpression;
  1214. isTrue(preprocessors: {
  1215. [key: string]: string;
  1216. }): boolean;
  1217. }
  1218. }
  1219. declare module BABYLON {
  1220. /** @hidden */
  1221. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1222. define: string;
  1223. operand: string;
  1224. testValue: string;
  1225. constructor(define: string, operand: string, testValue: string);
  1226. isTrue(preprocessors: {
  1227. [key: string]: string;
  1228. }): boolean;
  1229. }
  1230. }
  1231. declare module BABYLON {
  1232. /**
  1233. * @ignore
  1234. * Application error to support additional information when loading a file
  1235. */
  1236. export class LoadFileError extends Error {
  1237. /** defines the optional web request */
  1238. request?: WebRequest | undefined;
  1239. private static _setPrototypeOf;
  1240. /**
  1241. * Creates a new LoadFileError
  1242. * @param message defines the message of the error
  1243. * @param request defines the optional web request
  1244. */
  1245. constructor(message: string,
  1246. /** defines the optional web request */
  1247. request?: WebRequest | undefined);
  1248. }
  1249. }
  1250. declare module BABYLON {
  1251. /**
  1252. * Class used to enable access to offline support
  1253. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1254. */
  1255. export interface IOfflineProvider {
  1256. /**
  1257. * Gets a boolean indicating if scene must be saved in the database
  1258. */
  1259. enableSceneOffline: boolean;
  1260. /**
  1261. * Gets a boolean indicating if textures must be saved in the database
  1262. */
  1263. enableTexturesOffline: boolean;
  1264. /**
  1265. * Open the offline support and make it available
  1266. * @param successCallback defines the callback to call on success
  1267. * @param errorCallback defines the callback to call on error
  1268. */
  1269. open(successCallback: () => void, errorCallback: () => void): void;
  1270. /**
  1271. * Loads an image from the offline support
  1272. * @param url defines the url to load from
  1273. * @param image defines the target DOM image
  1274. */
  1275. loadImage(url: string, image: HTMLImageElement): void;
  1276. /**
  1277. * Loads a file from offline support
  1278. * @param url defines the URL to load from
  1279. * @param sceneLoaded defines a callback to call on success
  1280. * @param progressCallBack defines a callback to call when progress changed
  1281. * @param errorCallback defines a callback to call on error
  1282. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1283. */
  1284. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1285. }
  1286. }
  1287. declare module BABYLON {
  1288. /**
  1289. * Class used to help managing file picking and drag'n'drop
  1290. * File Storage
  1291. */
  1292. export class FilesInputStore {
  1293. /**
  1294. * List of files ready to be loaded
  1295. */
  1296. static FilesToLoad: {
  1297. [key: string]: File;
  1298. };
  1299. }
  1300. }
  1301. declare module BABYLON {
  1302. /**
  1303. * Class used to define a retry strategy when error happens while loading assets
  1304. */
  1305. export class RetryStrategy {
  1306. /**
  1307. * Function used to defines an exponential back off strategy
  1308. * @param maxRetries defines the maximum number of retries (3 by default)
  1309. * @param baseInterval defines the interval between retries
  1310. * @returns the strategy function to use
  1311. */
  1312. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1313. }
  1314. }
  1315. declare module BABYLON {
  1316. /**
  1317. * @hidden
  1318. */
  1319. export class FileTools {
  1320. /**
  1321. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1322. */
  1323. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1324. /**
  1325. * Gets or sets the base URL to use to load assets
  1326. */
  1327. static BaseUrl: string;
  1328. /**
  1329. * Default behaviour for cors in the application.
  1330. * It can be a string if the expected behavior is identical in the entire app.
  1331. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1332. */
  1333. static CorsBehavior: string | ((url: string | string[]) => string);
  1334. /**
  1335. * Gets or sets a function used to pre-process url before using them to load assets
  1336. */
  1337. static PreprocessUrl: (url: string) => string;
  1338. /**
  1339. * Removes unwanted characters from an url
  1340. * @param url defines the url to clean
  1341. * @returns the cleaned url
  1342. */
  1343. private static _CleanUrl;
  1344. /**
  1345. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1346. * @param url define the url we are trying
  1347. * @param element define the dom element where to configure the cors policy
  1348. */
  1349. static SetCorsBehavior(url: string | string[], element: {
  1350. crossOrigin: string | null;
  1351. }): void;
  1352. private static _ArrayBufferToBase64;
  1353. /**
  1354. * Loads an image as an HTMLImageElement.
  1355. * @param input url string, ArrayBuffer, or Blob to load
  1356. * @param onLoad callback called when the image successfully loads
  1357. * @param onError callback called when the image fails to load
  1358. * @param offlineProvider offline provider for caching
  1359. * @param mimeType optional mime type
  1360. * @returns the HTMLImageElement of the loaded image
  1361. */
  1362. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): HTMLImageElement;
  1363. /**
  1364. * Loads a file
  1365. * @param fileToLoad defines the file to load
  1366. * @param callback defines the callback to call when data is loaded
  1367. * @param progressCallBack defines the callback to call during loading process
  1368. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1369. * @returns a file request object
  1370. */
  1371. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  1372. /**
  1373. * Loads a file
  1374. * @param url url string, ArrayBuffer, or Blob to load
  1375. * @param onSuccess callback called when the file successfully loads
  1376. * @param onProgress callback called while file is loading (if the server supports this mode)
  1377. * @param offlineProvider defines the offline provider for caching
  1378. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1379. * @param onError callback called when the file fails to load
  1380. * @returns a file request object
  1381. */
  1382. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  1383. /**
  1384. * Checks if the loaded document was accessed via `file:`-Protocol.
  1385. * @returns boolean
  1386. */
  1387. static IsFileURL(): boolean;
  1388. }
  1389. }
  1390. declare module BABYLON {
  1391. /** @hidden */
  1392. export class ShaderProcessor {
  1393. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1394. private static _ProcessPrecision;
  1395. private static _ExtractOperation;
  1396. private static _BuildSubExpression;
  1397. private static _BuildExpression;
  1398. private static _MoveCursorWithinIf;
  1399. private static _MoveCursor;
  1400. private static _EvaluatePreProcessors;
  1401. private static _PreparePreProcessors;
  1402. private static _ProcessShaderConversion;
  1403. private static _ProcessIncludes;
  1404. }
  1405. }
  1406. declare module BABYLON {
  1407. /**
  1408. * @hidden
  1409. */
  1410. export interface IColor4Like {
  1411. r: float;
  1412. g: float;
  1413. b: float;
  1414. a: float;
  1415. }
  1416. /**
  1417. * @hidden
  1418. */
  1419. export interface IColor3Like {
  1420. r: float;
  1421. g: float;
  1422. b: float;
  1423. }
  1424. /**
  1425. * @hidden
  1426. */
  1427. export interface IVector4Like {
  1428. x: float;
  1429. y: float;
  1430. z: float;
  1431. w: float;
  1432. }
  1433. /**
  1434. * @hidden
  1435. */
  1436. export interface IVector3Like {
  1437. x: float;
  1438. y: float;
  1439. z: float;
  1440. }
  1441. /**
  1442. * @hidden
  1443. */
  1444. export interface IVector2Like {
  1445. x: float;
  1446. y: float;
  1447. }
  1448. /**
  1449. * @hidden
  1450. */
  1451. export interface IMatrixLike {
  1452. toArray(): DeepImmutable<Float32Array>;
  1453. updateFlag: int;
  1454. }
  1455. /**
  1456. * @hidden
  1457. */
  1458. export interface IViewportLike {
  1459. x: float;
  1460. y: float;
  1461. width: float;
  1462. height: float;
  1463. }
  1464. /**
  1465. * @hidden
  1466. */
  1467. export interface IPlaneLike {
  1468. normal: IVector3Like;
  1469. d: float;
  1470. normalize(): void;
  1471. }
  1472. }
  1473. declare module BABYLON {
  1474. /**
  1475. * Interface used to define common properties for effect fallbacks
  1476. */
  1477. export interface IEffectFallbacks {
  1478. /**
  1479. * Removes the defines that should be removed when falling back.
  1480. * @param currentDefines defines the current define statements for the shader.
  1481. * @param effect defines the current effect we try to compile
  1482. * @returns The resulting defines with defines of the current rank removed.
  1483. */
  1484. reduce(currentDefines: string, effect: Effect): string;
  1485. /**
  1486. * Removes the fallback from the bound mesh.
  1487. */
  1488. unBindMesh(): void;
  1489. /**
  1490. * Checks to see if more fallbacks are still availible.
  1491. */
  1492. hasMoreFallbacks: boolean;
  1493. }
  1494. }
  1495. declare module BABYLON {
  1496. /**
  1497. * Class used to evalaute queries containing `and` and `or` operators
  1498. */
  1499. export class AndOrNotEvaluator {
  1500. /**
  1501. * Evaluate a query
  1502. * @param query defines the query to evaluate
  1503. * @param evaluateCallback defines the callback used to filter result
  1504. * @returns true if the query matches
  1505. */
  1506. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1507. private static _HandleParenthesisContent;
  1508. private static _SimplifyNegation;
  1509. }
  1510. }
  1511. declare module BABYLON {
  1512. /**
  1513. * Class used to store custom tags
  1514. */
  1515. export class Tags {
  1516. /**
  1517. * Adds support for tags on the given object
  1518. * @param obj defines the object to use
  1519. */
  1520. static EnableFor(obj: any): void;
  1521. /**
  1522. * Removes tags support
  1523. * @param obj defines the object to use
  1524. */
  1525. static DisableFor(obj: any): void;
  1526. /**
  1527. * Gets a boolean indicating if the given object has tags
  1528. * @param obj defines the object to use
  1529. * @returns a boolean
  1530. */
  1531. static HasTags(obj: any): boolean;
  1532. /**
  1533. * Gets the tags available on a given object
  1534. * @param obj defines the object to use
  1535. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1536. * @returns the tags
  1537. */
  1538. static GetTags(obj: any, asString?: boolean): any;
  1539. /**
  1540. * Adds tags to an object
  1541. * @param obj defines the object to use
  1542. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1543. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1544. */
  1545. static AddTagsTo(obj: any, tagsString: string): void;
  1546. /**
  1547. * @hidden
  1548. */
  1549. static _AddTagTo(obj: any, tag: string): void;
  1550. /**
  1551. * Removes specific tags from a specific object
  1552. * @param obj defines the object to use
  1553. * @param tagsString defines the tags to remove
  1554. */
  1555. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1556. /**
  1557. * @hidden
  1558. */
  1559. static _RemoveTagFrom(obj: any, tag: string): void;
  1560. /**
  1561. * Defines if tags hosted on an object match a given query
  1562. * @param obj defines the object to use
  1563. * @param tagsQuery defines the tag query
  1564. * @returns a boolean
  1565. */
  1566. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1567. }
  1568. }
  1569. declare module BABYLON {
  1570. /**
  1571. * Scalar computation library
  1572. */
  1573. export class Scalar {
  1574. /**
  1575. * Two pi constants convenient for computation.
  1576. */
  1577. static TwoPi: number;
  1578. /**
  1579. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1580. * @param a number
  1581. * @param b number
  1582. * @param epsilon (default = 1.401298E-45)
  1583. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1584. */
  1585. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1586. /**
  1587. * Returns a string : the upper case translation of the number i to hexadecimal.
  1588. * @param i number
  1589. * @returns the upper case translation of the number i to hexadecimal.
  1590. */
  1591. static ToHex(i: number): string;
  1592. /**
  1593. * Returns -1 if value is negative and +1 is value is positive.
  1594. * @param value the value
  1595. * @returns the value itself if it's equal to zero.
  1596. */
  1597. static Sign(value: number): number;
  1598. /**
  1599. * Returns the value itself if it's between min and max.
  1600. * Returns min if the value is lower than min.
  1601. * Returns max if the value is greater than max.
  1602. * @param value the value to clmap
  1603. * @param min the min value to clamp to (default: 0)
  1604. * @param max the max value to clamp to (default: 1)
  1605. * @returns the clamped value
  1606. */
  1607. static Clamp(value: number, min?: number, max?: number): number;
  1608. /**
  1609. * the log2 of value.
  1610. * @param value the value to compute log2 of
  1611. * @returns the log2 of value.
  1612. */
  1613. static Log2(value: number): number;
  1614. /**
  1615. * Loops the value, so that it is never larger than length and never smaller than 0.
  1616. *
  1617. * This is similar to the modulo operator but it works with floating point numbers.
  1618. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1619. * With t = 5 and length = 2.5, the result would be 0.0.
  1620. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1621. * @param value the value
  1622. * @param length the length
  1623. * @returns the looped value
  1624. */
  1625. static Repeat(value: number, length: number): number;
  1626. /**
  1627. * Normalize the value between 0.0 and 1.0 using min and max values
  1628. * @param value value to normalize
  1629. * @param min max to normalize between
  1630. * @param max min to normalize between
  1631. * @returns the normalized value
  1632. */
  1633. static Normalize(value: number, min: number, max: number): number;
  1634. /**
  1635. * Denormalize the value from 0.0 and 1.0 using min and max values
  1636. * @param normalized value to denormalize
  1637. * @param min max to denormalize between
  1638. * @param max min to denormalize between
  1639. * @returns the denormalized value
  1640. */
  1641. static Denormalize(normalized: number, min: number, max: number): number;
  1642. /**
  1643. * Calculates the shortest difference between two given angles given in degrees.
  1644. * @param current current angle in degrees
  1645. * @param target target angle in degrees
  1646. * @returns the delta
  1647. */
  1648. static DeltaAngle(current: number, target: number): number;
  1649. /**
  1650. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1651. * @param tx value
  1652. * @param length length
  1653. * @returns The returned value will move back and forth between 0 and length
  1654. */
  1655. static PingPong(tx: number, length: number): number;
  1656. /**
  1657. * Interpolates between min and max with smoothing at the limits.
  1658. *
  1659. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1660. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1661. * @param from from
  1662. * @param to to
  1663. * @param tx value
  1664. * @returns the smooth stepped value
  1665. */
  1666. static SmoothStep(from: number, to: number, tx: number): number;
  1667. /**
  1668. * Moves a value current towards target.
  1669. *
  1670. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1671. * Negative values of maxDelta pushes the value away from target.
  1672. * @param current current value
  1673. * @param target target value
  1674. * @param maxDelta max distance to move
  1675. * @returns resulting value
  1676. */
  1677. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1678. /**
  1679. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1680. *
  1681. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1682. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1683. * @param current current value
  1684. * @param target target value
  1685. * @param maxDelta max distance to move
  1686. * @returns resulting angle
  1687. */
  1688. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1689. /**
  1690. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1691. * @param start start value
  1692. * @param end target value
  1693. * @param amount amount to lerp between
  1694. * @returns the lerped value
  1695. */
  1696. static Lerp(start: number, end: number, amount: number): number;
  1697. /**
  1698. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1699. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1700. * @param start start value
  1701. * @param end target value
  1702. * @param amount amount to lerp between
  1703. * @returns the lerped value
  1704. */
  1705. static LerpAngle(start: number, end: number, amount: number): number;
  1706. /**
  1707. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1708. * @param a start value
  1709. * @param b target value
  1710. * @param value value between a and b
  1711. * @returns the inverseLerp value
  1712. */
  1713. static InverseLerp(a: number, b: number, value: number): number;
  1714. /**
  1715. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1716. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1717. * @param value1 spline value
  1718. * @param tangent1 spline value
  1719. * @param value2 spline value
  1720. * @param tangent2 spline value
  1721. * @param amount input value
  1722. * @returns hermite result
  1723. */
  1724. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1725. /**
  1726. * Returns a random float number between and min and max values
  1727. * @param min min value of random
  1728. * @param max max value of random
  1729. * @returns random value
  1730. */
  1731. static RandomRange(min: number, max: number): number;
  1732. /**
  1733. * This function returns percentage of a number in a given range.
  1734. *
  1735. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1736. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1737. * @param number to convert to percentage
  1738. * @param min min range
  1739. * @param max max range
  1740. * @returns the percentage
  1741. */
  1742. static RangeToPercent(number: number, min: number, max: number): number;
  1743. /**
  1744. * This function returns number that corresponds to the percentage in a given range.
  1745. *
  1746. * PercentToRange(0.34,0,100) will return 34.
  1747. * @param percent to convert to number
  1748. * @param min min range
  1749. * @param max max range
  1750. * @returns the number
  1751. */
  1752. static PercentToRange(percent: number, min: number, max: number): number;
  1753. /**
  1754. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1755. * @param angle The angle to normalize in radian.
  1756. * @return The converted angle.
  1757. */
  1758. static NormalizeRadians(angle: number): number;
  1759. }
  1760. }
  1761. declare module BABYLON {
  1762. /**
  1763. * Constant used to convert a value to gamma space
  1764. * @ignorenaming
  1765. */
  1766. export const ToGammaSpace: number;
  1767. /**
  1768. * Constant used to convert a value to linear space
  1769. * @ignorenaming
  1770. */
  1771. export const ToLinearSpace = 2.2;
  1772. /**
  1773. * Constant used to define the minimal number value in Babylon.js
  1774. * @ignorenaming
  1775. */
  1776. let Epsilon: number;
  1777. }
  1778. declare module BABYLON {
  1779. /**
  1780. * Class used to represent a viewport on screen
  1781. */
  1782. export class Viewport {
  1783. /** viewport left coordinate */
  1784. x: number;
  1785. /** viewport top coordinate */
  1786. y: number;
  1787. /**viewport width */
  1788. width: number;
  1789. /** viewport height */
  1790. height: number;
  1791. /**
  1792. * Creates a Viewport object located at (x, y) and sized (width, height)
  1793. * @param x defines viewport left coordinate
  1794. * @param y defines viewport top coordinate
  1795. * @param width defines the viewport width
  1796. * @param height defines the viewport height
  1797. */
  1798. constructor(
  1799. /** viewport left coordinate */
  1800. x: number,
  1801. /** viewport top coordinate */
  1802. y: number,
  1803. /**viewport width */
  1804. width: number,
  1805. /** viewport height */
  1806. height: number);
  1807. /**
  1808. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1809. * @param renderWidth defines the rendering width
  1810. * @param renderHeight defines the rendering height
  1811. * @returns a new Viewport
  1812. */
  1813. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1814. /**
  1815. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1816. * @param renderWidth defines the rendering width
  1817. * @param renderHeight defines the rendering height
  1818. * @param ref defines the target viewport
  1819. * @returns the current viewport
  1820. */
  1821. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1822. /**
  1823. * Returns a new Viewport copied from the current one
  1824. * @returns a new Viewport
  1825. */
  1826. clone(): Viewport;
  1827. }
  1828. }
  1829. declare module BABYLON {
  1830. /**
  1831. * Class containing a set of static utilities functions for arrays.
  1832. */
  1833. export class ArrayTools {
  1834. /**
  1835. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1836. * @param size the number of element to construct and put in the array
  1837. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1838. * @returns a new array filled with new objects
  1839. */
  1840. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1841. }
  1842. }
  1843. declare module BABYLON {
  1844. /**
  1845. * Class representing a vector containing 2 coordinates
  1846. */
  1847. export class Vector2 {
  1848. /** defines the first coordinate */
  1849. x: number;
  1850. /** defines the second coordinate */
  1851. y: number;
  1852. /**
  1853. * Creates a new Vector2 from the given x and y coordinates
  1854. * @param x defines the first coordinate
  1855. * @param y defines the second coordinate
  1856. */
  1857. constructor(
  1858. /** defines the first coordinate */
  1859. x?: number,
  1860. /** defines the second coordinate */
  1861. y?: number);
  1862. /**
  1863. * Gets a string with the Vector2 coordinates
  1864. * @returns a string with the Vector2 coordinates
  1865. */
  1866. toString(): string;
  1867. /**
  1868. * Gets class name
  1869. * @returns the string "Vector2"
  1870. */
  1871. getClassName(): string;
  1872. /**
  1873. * Gets current vector hash code
  1874. * @returns the Vector2 hash code as a number
  1875. */
  1876. getHashCode(): number;
  1877. /**
  1878. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1879. * @param array defines the source array
  1880. * @param index defines the offset in source array
  1881. * @returns the current Vector2
  1882. */
  1883. toArray(array: FloatArray, index?: number): Vector2;
  1884. /**
  1885. * Copy the current vector to an array
  1886. * @returns a new array with 2 elements: the Vector2 coordinates.
  1887. */
  1888. asArray(): number[];
  1889. /**
  1890. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1891. * @param source defines the source Vector2
  1892. * @returns the current updated Vector2
  1893. */
  1894. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1895. /**
  1896. * Sets the Vector2 coordinates with the given floats
  1897. * @param x defines the first coordinate
  1898. * @param y defines the second coordinate
  1899. * @returns the current updated Vector2
  1900. */
  1901. copyFromFloats(x: number, y: number): Vector2;
  1902. /**
  1903. * Sets the Vector2 coordinates with the given floats
  1904. * @param x defines the first coordinate
  1905. * @param y defines the second coordinate
  1906. * @returns the current updated Vector2
  1907. */
  1908. set(x: number, y: number): Vector2;
  1909. /**
  1910. * Add another vector with the current one
  1911. * @param otherVector defines the other vector
  1912. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1913. */
  1914. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1915. /**
  1916. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1917. * @param otherVector defines the other vector
  1918. * @param result defines the target vector
  1919. * @returns the unmodified current Vector2
  1920. */
  1921. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1922. /**
  1923. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1924. * @param otherVector defines the other vector
  1925. * @returns the current updated Vector2
  1926. */
  1927. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1928. /**
  1929. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1930. * @param otherVector defines the other vector
  1931. * @returns a new Vector2
  1932. */
  1933. addVector3(otherVector: Vector3): Vector2;
  1934. /**
  1935. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1936. * @param otherVector defines the other vector
  1937. * @returns a new Vector2
  1938. */
  1939. subtract(otherVector: Vector2): Vector2;
  1940. /**
  1941. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1942. * @param otherVector defines the other vector
  1943. * @param result defines the target vector
  1944. * @returns the unmodified current Vector2
  1945. */
  1946. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1947. /**
  1948. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1949. * @param otherVector defines the other vector
  1950. * @returns the current updated Vector2
  1951. */
  1952. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1953. /**
  1954. * Multiplies in place the current Vector2 coordinates by the given ones
  1955. * @param otherVector defines the other vector
  1956. * @returns the current updated Vector2
  1957. */
  1958. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1959. /**
  1960. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1961. * @param otherVector defines the other vector
  1962. * @returns a new Vector2
  1963. */
  1964. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1965. /**
  1966. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1967. * @param otherVector defines the other vector
  1968. * @param result defines the target vector
  1969. * @returns the unmodified current Vector2
  1970. */
  1971. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1972. /**
  1973. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1974. * @param x defines the first coordinate
  1975. * @param y defines the second coordinate
  1976. * @returns a new Vector2
  1977. */
  1978. multiplyByFloats(x: number, y: number): Vector2;
  1979. /**
  1980. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1981. * @param otherVector defines the other vector
  1982. * @returns a new Vector2
  1983. */
  1984. divide(otherVector: Vector2): Vector2;
  1985. /**
  1986. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1987. * @param otherVector defines the other vector
  1988. * @param result defines the target vector
  1989. * @returns the unmodified current Vector2
  1990. */
  1991. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1992. /**
  1993. * Divides the current Vector2 coordinates by the given ones
  1994. * @param otherVector defines the other vector
  1995. * @returns the current updated Vector2
  1996. */
  1997. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Gets a new Vector2 with current Vector2 negated coordinates
  2000. * @returns a new Vector2
  2001. */
  2002. negate(): Vector2;
  2003. /**
  2004. * Multiply the Vector2 coordinates by scale
  2005. * @param scale defines the scaling factor
  2006. * @returns the current updated Vector2
  2007. */
  2008. scaleInPlace(scale: number): Vector2;
  2009. /**
  2010. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2011. * @param scale defines the scaling factor
  2012. * @returns a new Vector2
  2013. */
  2014. scale(scale: number): Vector2;
  2015. /**
  2016. * Scale the current Vector2 values by a factor to a given Vector2
  2017. * @param scale defines the scale factor
  2018. * @param result defines the Vector2 object where to store the result
  2019. * @returns the unmodified current Vector2
  2020. */
  2021. scaleToRef(scale: number, result: Vector2): Vector2;
  2022. /**
  2023. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2024. * @param scale defines the scale factor
  2025. * @param result defines the Vector2 object where to store the result
  2026. * @returns the unmodified current Vector2
  2027. */
  2028. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2029. /**
  2030. * Gets a boolean if two vectors are equals
  2031. * @param otherVector defines the other vector
  2032. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2033. */
  2034. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2035. /**
  2036. * Gets a boolean if two vectors are equals (using an epsilon value)
  2037. * @param otherVector defines the other vector
  2038. * @param epsilon defines the minimal distance to consider equality
  2039. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2040. */
  2041. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2042. /**
  2043. * Gets a new Vector2 from current Vector2 floored values
  2044. * @returns a new Vector2
  2045. */
  2046. floor(): Vector2;
  2047. /**
  2048. * Gets a new Vector2 from current Vector2 floored values
  2049. * @returns a new Vector2
  2050. */
  2051. fract(): Vector2;
  2052. /**
  2053. * Gets the length of the vector
  2054. * @returns the vector length (float)
  2055. */
  2056. length(): number;
  2057. /**
  2058. * Gets the vector squared length
  2059. * @returns the vector squared length (float)
  2060. */
  2061. lengthSquared(): number;
  2062. /**
  2063. * Normalize the vector
  2064. * @returns the current updated Vector2
  2065. */
  2066. normalize(): Vector2;
  2067. /**
  2068. * Gets a new Vector2 copied from the Vector2
  2069. * @returns a new Vector2
  2070. */
  2071. clone(): Vector2;
  2072. /**
  2073. * Gets a new Vector2(0, 0)
  2074. * @returns a new Vector2
  2075. */
  2076. static Zero(): Vector2;
  2077. /**
  2078. * Gets a new Vector2(1, 1)
  2079. * @returns a new Vector2
  2080. */
  2081. static One(): Vector2;
  2082. /**
  2083. * Gets a new Vector2 set from the given index element of the given array
  2084. * @param array defines the data source
  2085. * @param offset defines the offset in the data source
  2086. * @returns a new Vector2
  2087. */
  2088. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2089. /**
  2090. * Sets "result" from the given index element of the given array
  2091. * @param array defines the data source
  2092. * @param offset defines the offset in the data source
  2093. * @param result defines the target vector
  2094. */
  2095. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2096. /**
  2097. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2098. * @param value1 defines 1st point of control
  2099. * @param value2 defines 2nd point of control
  2100. * @param value3 defines 3rd point of control
  2101. * @param value4 defines 4th point of control
  2102. * @param amount defines the interpolation factor
  2103. * @returns a new Vector2
  2104. */
  2105. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2106. /**
  2107. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2108. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2109. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2110. * @param value defines the value to clamp
  2111. * @param min defines the lower limit
  2112. * @param max defines the upper limit
  2113. * @returns a new Vector2
  2114. */
  2115. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2116. /**
  2117. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2118. * @param value1 defines the 1st control point
  2119. * @param tangent1 defines the outgoing tangent
  2120. * @param value2 defines the 2nd control point
  2121. * @param tangent2 defines the incoming tangent
  2122. * @param amount defines the interpolation factor
  2123. * @returns a new Vector2
  2124. */
  2125. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2126. /**
  2127. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2128. * @param start defines the start vector
  2129. * @param end defines the end vector
  2130. * @param amount defines the interpolation factor
  2131. * @returns a new Vector2
  2132. */
  2133. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2134. /**
  2135. * Gets the dot product of the vector "left" and the vector "right"
  2136. * @param left defines first vector
  2137. * @param right defines second vector
  2138. * @returns the dot product (float)
  2139. */
  2140. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2141. /**
  2142. * Returns a new Vector2 equal to the normalized given vector
  2143. * @param vector defines the vector to normalize
  2144. * @returns a new Vector2
  2145. */
  2146. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2147. /**
  2148. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2149. * @param left defines 1st vector
  2150. * @param right defines 2nd vector
  2151. * @returns a new Vector2
  2152. */
  2153. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2154. /**
  2155. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2156. * @param left defines 1st vector
  2157. * @param right defines 2nd vector
  2158. * @returns a new Vector2
  2159. */
  2160. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2161. /**
  2162. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2163. * @param vector defines the vector to transform
  2164. * @param transformation defines the matrix to apply
  2165. * @returns a new Vector2
  2166. */
  2167. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2168. /**
  2169. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2170. * @param vector defines the vector to transform
  2171. * @param transformation defines the matrix to apply
  2172. * @param result defines the target vector
  2173. */
  2174. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2175. /**
  2176. * Determines if a given vector is included in a triangle
  2177. * @param p defines the vector to test
  2178. * @param p0 defines 1st triangle point
  2179. * @param p1 defines 2nd triangle point
  2180. * @param p2 defines 3rd triangle point
  2181. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2182. */
  2183. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2184. /**
  2185. * Gets the distance between the vectors "value1" and "value2"
  2186. * @param value1 defines first vector
  2187. * @param value2 defines second vector
  2188. * @returns the distance between vectors
  2189. */
  2190. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2191. /**
  2192. * Returns the squared distance between the vectors "value1" and "value2"
  2193. * @param value1 defines first vector
  2194. * @param value2 defines second vector
  2195. * @returns the squared distance between vectors
  2196. */
  2197. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2198. /**
  2199. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2200. * @param value1 defines first vector
  2201. * @param value2 defines second vector
  2202. * @returns a new Vector2
  2203. */
  2204. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2205. /**
  2206. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2207. * @param p defines the middle point
  2208. * @param segA defines one point of the segment
  2209. * @param segB defines the other point of the segment
  2210. * @returns the shortest distance
  2211. */
  2212. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2213. }
  2214. /**
  2215. * Classed used to store (x,y,z) vector representation
  2216. * A Vector3 is the main object used in 3D geometry
  2217. * It can represent etiher the coordinates of a point the space, either a direction
  2218. * Reminder: js uses a left handed forward facing system
  2219. */
  2220. export class Vector3 {
  2221. /**
  2222. * Defines the first coordinates (on X axis)
  2223. */
  2224. x: number;
  2225. /**
  2226. * Defines the second coordinates (on Y axis)
  2227. */
  2228. y: number;
  2229. /**
  2230. * Defines the third coordinates (on Z axis)
  2231. */
  2232. z: number;
  2233. private static _UpReadOnly;
  2234. private static _ZeroReadOnly;
  2235. /**
  2236. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2237. * @param x defines the first coordinates (on X axis)
  2238. * @param y defines the second coordinates (on Y axis)
  2239. * @param z defines the third coordinates (on Z axis)
  2240. */
  2241. constructor(
  2242. /**
  2243. * Defines the first coordinates (on X axis)
  2244. */
  2245. x?: number,
  2246. /**
  2247. * Defines the second coordinates (on Y axis)
  2248. */
  2249. y?: number,
  2250. /**
  2251. * Defines the third coordinates (on Z axis)
  2252. */
  2253. z?: number);
  2254. /**
  2255. * Creates a string representation of the Vector3
  2256. * @returns a string with the Vector3 coordinates.
  2257. */
  2258. toString(): string;
  2259. /**
  2260. * Gets the class name
  2261. * @returns the string "Vector3"
  2262. */
  2263. getClassName(): string;
  2264. /**
  2265. * Creates the Vector3 hash code
  2266. * @returns a number which tends to be unique between Vector3 instances
  2267. */
  2268. getHashCode(): number;
  2269. /**
  2270. * Creates an array containing three elements : the coordinates of the Vector3
  2271. * @returns a new array of numbers
  2272. */
  2273. asArray(): number[];
  2274. /**
  2275. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2276. * @param array defines the destination array
  2277. * @param index defines the offset in the destination array
  2278. * @returns the current Vector3
  2279. */
  2280. toArray(array: FloatArray, index?: number): Vector3;
  2281. /**
  2282. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2283. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2284. */
  2285. toQuaternion(): Quaternion;
  2286. /**
  2287. * Adds the given vector to the current Vector3
  2288. * @param otherVector defines the second operand
  2289. * @returns the current updated Vector3
  2290. */
  2291. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2292. /**
  2293. * Adds the given coordinates to the current Vector3
  2294. * @param x defines the x coordinate of the operand
  2295. * @param y defines the y coordinate of the operand
  2296. * @param z defines the z coordinate of the operand
  2297. * @returns the current updated Vector3
  2298. */
  2299. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2300. /**
  2301. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2302. * @param otherVector defines the second operand
  2303. * @returns the resulting Vector3
  2304. */
  2305. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2308. * @param otherVector defines the second operand
  2309. * @param result defines the Vector3 object where to store the result
  2310. * @returns the current Vector3
  2311. */
  2312. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2313. /**
  2314. * Subtract the given vector from the current Vector3
  2315. * @param otherVector defines the second operand
  2316. * @returns the current updated Vector3
  2317. */
  2318. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2319. /**
  2320. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2321. * @param otherVector defines the second operand
  2322. * @returns the resulting Vector3
  2323. */
  2324. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2325. /**
  2326. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2327. * @param otherVector defines the second operand
  2328. * @param result defines the Vector3 object where to store the result
  2329. * @returns the current Vector3
  2330. */
  2331. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2332. /**
  2333. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2334. * @param x defines the x coordinate of the operand
  2335. * @param y defines the y coordinate of the operand
  2336. * @param z defines the z coordinate of the operand
  2337. * @returns the resulting Vector3
  2338. */
  2339. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2340. /**
  2341. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2342. * @param x defines the x coordinate of the operand
  2343. * @param y defines the y coordinate of the operand
  2344. * @param z defines the z coordinate of the operand
  2345. * @param result defines the Vector3 object where to store the result
  2346. * @returns the current Vector3
  2347. */
  2348. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2349. /**
  2350. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2351. * @returns a new Vector3
  2352. */
  2353. negate(): Vector3;
  2354. /**
  2355. * Multiplies the Vector3 coordinates by the float "scale"
  2356. * @param scale defines the multiplier factor
  2357. * @returns the current updated Vector3
  2358. */
  2359. scaleInPlace(scale: number): Vector3;
  2360. /**
  2361. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2362. * @param scale defines the multiplier factor
  2363. * @returns a new Vector3
  2364. */
  2365. scale(scale: number): Vector3;
  2366. /**
  2367. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2368. * @param scale defines the multiplier factor
  2369. * @param result defines the Vector3 object where to store the result
  2370. * @returns the current Vector3
  2371. */
  2372. scaleToRef(scale: number, result: Vector3): Vector3;
  2373. /**
  2374. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2375. * @param scale defines the scale factor
  2376. * @param result defines the Vector3 object where to store the result
  2377. * @returns the unmodified current Vector3
  2378. */
  2379. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2380. /**
  2381. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2382. * @param otherVector defines the second operand
  2383. * @returns true if both vectors are equals
  2384. */
  2385. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2386. /**
  2387. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2388. * @param otherVector defines the second operand
  2389. * @param epsilon defines the minimal distance to define values as equals
  2390. * @returns true if both vectors are distant less than epsilon
  2391. */
  2392. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2393. /**
  2394. * Returns true if the current Vector3 coordinates equals the given floats
  2395. * @param x defines the x coordinate of the operand
  2396. * @param y defines the y coordinate of the operand
  2397. * @param z defines the z coordinate of the operand
  2398. * @returns true if both vectors are equals
  2399. */
  2400. equalsToFloats(x: number, y: number, z: number): boolean;
  2401. /**
  2402. * Multiplies the current Vector3 coordinates by the given ones
  2403. * @param otherVector defines the second operand
  2404. * @returns the current updated Vector3
  2405. */
  2406. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2407. /**
  2408. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2409. * @param otherVector defines the second operand
  2410. * @returns the new Vector3
  2411. */
  2412. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2413. /**
  2414. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2415. * @param otherVector defines the second operand
  2416. * @param result defines the Vector3 object where to store the result
  2417. * @returns the current Vector3
  2418. */
  2419. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2420. /**
  2421. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2422. * @param x defines the x coordinate of the operand
  2423. * @param y defines the y coordinate of the operand
  2424. * @param z defines the z coordinate of the operand
  2425. * @returns the new Vector3
  2426. */
  2427. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2428. /**
  2429. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2430. * @param otherVector defines the second operand
  2431. * @returns the new Vector3
  2432. */
  2433. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2434. /**
  2435. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2436. * @param otherVector defines the second operand
  2437. * @param result defines the Vector3 object where to store the result
  2438. * @returns the current Vector3
  2439. */
  2440. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2441. /**
  2442. * Divides the current Vector3 coordinates by the given ones.
  2443. * @param otherVector defines the second operand
  2444. * @returns the current updated Vector3
  2445. */
  2446. divideInPlace(otherVector: Vector3): Vector3;
  2447. /**
  2448. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2449. * @param other defines the second operand
  2450. * @returns the current updated Vector3
  2451. */
  2452. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2453. /**
  2454. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2455. * @param other defines the second operand
  2456. * @returns the current updated Vector3
  2457. */
  2458. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2459. /**
  2460. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2461. * @param x defines the x coordinate of the operand
  2462. * @param y defines the y coordinate of the operand
  2463. * @param z defines the z coordinate of the operand
  2464. * @returns the current updated Vector3
  2465. */
  2466. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2467. /**
  2468. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2469. * @param x defines the x coordinate of the operand
  2470. * @param y defines the y coordinate of the operand
  2471. * @param z defines the z coordinate of the operand
  2472. * @returns the current updated Vector3
  2473. */
  2474. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2475. /**
  2476. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2477. * Check if is non uniform within a certain amount of decimal places to account for this
  2478. * @param epsilon the amount the values can differ
  2479. * @returns if the the vector is non uniform to a certain number of decimal places
  2480. */
  2481. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2482. /**
  2483. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2484. */
  2485. readonly isNonUniform: boolean;
  2486. /**
  2487. * Gets a new Vector3 from current Vector3 floored values
  2488. * @returns a new Vector3
  2489. */
  2490. floor(): Vector3;
  2491. /**
  2492. * Gets a new Vector3 from current Vector3 floored values
  2493. * @returns a new Vector3
  2494. */
  2495. fract(): Vector3;
  2496. /**
  2497. * Gets the length of the Vector3
  2498. * @returns the length of the Vector3
  2499. */
  2500. length(): number;
  2501. /**
  2502. * Gets the squared length of the Vector3
  2503. * @returns squared length of the Vector3
  2504. */
  2505. lengthSquared(): number;
  2506. /**
  2507. * Normalize the current Vector3.
  2508. * Please note that this is an in place operation.
  2509. * @returns the current updated Vector3
  2510. */
  2511. normalize(): Vector3;
  2512. /**
  2513. * Reorders the x y z properties of the vector in place
  2514. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2515. * @returns the current updated vector
  2516. */
  2517. reorderInPlace(order: string): this;
  2518. /**
  2519. * Rotates the vector around 0,0,0 by a quaternion
  2520. * @param quaternion the rotation quaternion
  2521. * @param result vector to store the result
  2522. * @returns the resulting vector
  2523. */
  2524. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2525. /**
  2526. * Rotates a vector around a given point
  2527. * @param quaternion the rotation quaternion
  2528. * @param point the point to rotate around
  2529. * @param result vector to store the result
  2530. * @returns the resulting vector
  2531. */
  2532. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2533. /**
  2534. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2535. * The cross product is then orthogonal to both current and "other"
  2536. * @param other defines the right operand
  2537. * @returns the cross product
  2538. */
  2539. cross(other: Vector3): Vector3;
  2540. /**
  2541. * Normalize the current Vector3 with the given input length.
  2542. * Please note that this is an in place operation.
  2543. * @param len the length of the vector
  2544. * @returns the current updated Vector3
  2545. */
  2546. normalizeFromLength(len: number): Vector3;
  2547. /**
  2548. * Normalize the current Vector3 to a new vector
  2549. * @returns the new Vector3
  2550. */
  2551. normalizeToNew(): Vector3;
  2552. /**
  2553. * Normalize the current Vector3 to the reference
  2554. * @param reference define the Vector3 to update
  2555. * @returns the updated Vector3
  2556. */
  2557. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2558. /**
  2559. * Creates a new Vector3 copied from the current Vector3
  2560. * @returns the new Vector3
  2561. */
  2562. clone(): Vector3;
  2563. /**
  2564. * Copies the given vector coordinates to the current Vector3 ones
  2565. * @param source defines the source Vector3
  2566. * @returns the current updated Vector3
  2567. */
  2568. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2569. /**
  2570. * Copies the given floats to the current Vector3 coordinates
  2571. * @param x defines the x coordinate of the operand
  2572. * @param y defines the y coordinate of the operand
  2573. * @param z defines the z coordinate of the operand
  2574. * @returns the current updated Vector3
  2575. */
  2576. copyFromFloats(x: number, y: number, z: number): Vector3;
  2577. /**
  2578. * Copies the given floats to the current Vector3 coordinates
  2579. * @param x defines the x coordinate of the operand
  2580. * @param y defines the y coordinate of the operand
  2581. * @param z defines the z coordinate of the operand
  2582. * @returns the current updated Vector3
  2583. */
  2584. set(x: number, y: number, z: number): Vector3;
  2585. /**
  2586. * Copies the given float to the current Vector3 coordinates
  2587. * @param v defines the x, y and z coordinates of the operand
  2588. * @returns the current updated Vector3
  2589. */
  2590. setAll(v: number): Vector3;
  2591. /**
  2592. * Get the clip factor between two vectors
  2593. * @param vector0 defines the first operand
  2594. * @param vector1 defines the second operand
  2595. * @param axis defines the axis to use
  2596. * @param size defines the size along the axis
  2597. * @returns the clip factor
  2598. */
  2599. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2600. /**
  2601. * Get angle between two vectors
  2602. * @param vector0 angle between vector0 and vector1
  2603. * @param vector1 angle between vector0 and vector1
  2604. * @param normal direction of the normal
  2605. * @return the angle between vector0 and vector1
  2606. */
  2607. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2608. /**
  2609. * Returns a new Vector3 set from the index "offset" of the given array
  2610. * @param array defines the source array
  2611. * @param offset defines the offset in the source array
  2612. * @returns the new Vector3
  2613. */
  2614. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2615. /**
  2616. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2617. * This function is deprecated. Use FromArray instead
  2618. * @param array defines the source array
  2619. * @param offset defines the offset in the source array
  2620. * @returns the new Vector3
  2621. */
  2622. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2623. /**
  2624. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2625. * @param array defines the source array
  2626. * @param offset defines the offset in the source array
  2627. * @param result defines the Vector3 where to store the result
  2628. */
  2629. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2630. /**
  2631. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2632. * This function is deprecated. Use FromArrayToRef instead.
  2633. * @param array defines the source array
  2634. * @param offset defines the offset in the source array
  2635. * @param result defines the Vector3 where to store the result
  2636. */
  2637. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2638. /**
  2639. * Sets the given vector "result" with the given floats.
  2640. * @param x defines the x coordinate of the source
  2641. * @param y defines the y coordinate of the source
  2642. * @param z defines the z coordinate of the source
  2643. * @param result defines the Vector3 where to store the result
  2644. */
  2645. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2646. /**
  2647. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2648. * @returns a new empty Vector3
  2649. */
  2650. static Zero(): Vector3;
  2651. /**
  2652. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2653. * @returns a new unit Vector3
  2654. */
  2655. static One(): Vector3;
  2656. /**
  2657. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2658. * @returns a new up Vector3
  2659. */
  2660. static Up(): Vector3;
  2661. /**
  2662. * Gets a up Vector3 that must not be updated
  2663. */
  2664. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2665. /**
  2666. * Gets a zero Vector3 that must not be updated
  2667. */
  2668. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2669. /**
  2670. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2671. * @returns a new down Vector3
  2672. */
  2673. static Down(): Vector3;
  2674. /**
  2675. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2676. * @returns a new forward Vector3
  2677. */
  2678. static Forward(): Vector3;
  2679. /**
  2680. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2681. * @returns a new forward Vector3
  2682. */
  2683. static Backward(): Vector3;
  2684. /**
  2685. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2686. * @returns a new right Vector3
  2687. */
  2688. static Right(): Vector3;
  2689. /**
  2690. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2691. * @returns a new left Vector3
  2692. */
  2693. static Left(): Vector3;
  2694. /**
  2695. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2696. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2697. * @param vector defines the Vector3 to transform
  2698. * @param transformation defines the transformation matrix
  2699. * @returns the transformed Vector3
  2700. */
  2701. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2702. /**
  2703. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2704. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2705. * @param vector defines the Vector3 to transform
  2706. * @param transformation defines the transformation matrix
  2707. * @param result defines the Vector3 where to store the result
  2708. */
  2709. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2710. /**
  2711. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2712. * This method computes tranformed coordinates only, not transformed direction vectors
  2713. * @param x define the x coordinate of the source vector
  2714. * @param y define the y coordinate of the source vector
  2715. * @param z define the z coordinate of the source vector
  2716. * @param transformation defines the transformation matrix
  2717. * @param result defines the Vector3 where to store the result
  2718. */
  2719. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2720. /**
  2721. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2722. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2723. * @param vector defines the Vector3 to transform
  2724. * @param transformation defines the transformation matrix
  2725. * @returns the new Vector3
  2726. */
  2727. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2728. /**
  2729. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2730. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2731. * @param vector defines the Vector3 to transform
  2732. * @param transformation defines the transformation matrix
  2733. * @param result defines the Vector3 where to store the result
  2734. */
  2735. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2736. /**
  2737. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2738. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2739. * @param x define the x coordinate of the source vector
  2740. * @param y define the y coordinate of the source vector
  2741. * @param z define the z coordinate of the source vector
  2742. * @param transformation defines the transformation matrix
  2743. * @param result defines the Vector3 where to store the result
  2744. */
  2745. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2746. /**
  2747. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2748. * @param value1 defines the first control point
  2749. * @param value2 defines the second control point
  2750. * @param value3 defines the third control point
  2751. * @param value4 defines the fourth control point
  2752. * @param amount defines the amount on the spline to use
  2753. * @returns the new Vector3
  2754. */
  2755. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2756. /**
  2757. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2758. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2759. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2760. * @param value defines the current value
  2761. * @param min defines the lower range value
  2762. * @param max defines the upper range value
  2763. * @returns the new Vector3
  2764. */
  2765. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2766. /**
  2767. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2768. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2769. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2770. * @param value defines the current value
  2771. * @param min defines the lower range value
  2772. * @param max defines the upper range value
  2773. * @param result defines the Vector3 where to store the result
  2774. */
  2775. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2776. /**
  2777. * Checks if a given vector is inside a specific range
  2778. * @param v defines the vector to test
  2779. * @param min defines the minimum range
  2780. * @param max defines the maximum range
  2781. */
  2782. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2783. /**
  2784. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2785. * @param value1 defines the first control point
  2786. * @param tangent1 defines the first tangent vector
  2787. * @param value2 defines the second control point
  2788. * @param tangent2 defines the second tangent vector
  2789. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2790. * @returns the new Vector3
  2791. */
  2792. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2793. /**
  2794. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2795. * @param start defines the start value
  2796. * @param end defines the end value
  2797. * @param amount max defines amount between both (between 0 and 1)
  2798. * @returns the new Vector3
  2799. */
  2800. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2801. /**
  2802. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2803. * @param start defines the start value
  2804. * @param end defines the end value
  2805. * @param amount max defines amount between both (between 0 and 1)
  2806. * @param result defines the Vector3 where to store the result
  2807. */
  2808. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2809. /**
  2810. * Returns the dot product (float) between the vectors "left" and "right"
  2811. * @param left defines the left operand
  2812. * @param right defines the right operand
  2813. * @returns the dot product
  2814. */
  2815. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2816. /**
  2817. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2818. * The cross product is then orthogonal to both "left" and "right"
  2819. * @param left defines the left operand
  2820. * @param right defines the right operand
  2821. * @returns the cross product
  2822. */
  2823. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2824. /**
  2825. * Sets the given vector "result" with the cross product of "left" and "right"
  2826. * The cross product is then orthogonal to both "left" and "right"
  2827. * @param left defines the left operand
  2828. * @param right defines the right operand
  2829. * @param result defines the Vector3 where to store the result
  2830. */
  2831. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2832. /**
  2833. * Returns a new Vector3 as the normalization of the given vector
  2834. * @param vector defines the Vector3 to normalize
  2835. * @returns the new Vector3
  2836. */
  2837. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2838. /**
  2839. * Sets the given vector "result" with the normalization of the given first vector
  2840. * @param vector defines the Vector3 to normalize
  2841. * @param result defines the Vector3 where to store the result
  2842. */
  2843. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2844. /**
  2845. * Project a Vector3 onto screen space
  2846. * @param vector defines the Vector3 to project
  2847. * @param world defines the world matrix to use
  2848. * @param transform defines the transform (view x projection) matrix to use
  2849. * @param viewport defines the screen viewport to use
  2850. * @returns the new Vector3
  2851. */
  2852. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2853. /** @hidden */
  2854. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2855. /**
  2856. * Unproject from screen space to object space
  2857. * @param source defines the screen space Vector3 to use
  2858. * @param viewportWidth defines the current width of the viewport
  2859. * @param viewportHeight defines the current height of the viewport
  2860. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2861. * @param transform defines the transform (view x projection) matrix to use
  2862. * @returns the new Vector3
  2863. */
  2864. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2865. /**
  2866. * Unproject from screen space to object space
  2867. * @param source defines the screen space Vector3 to use
  2868. * @param viewportWidth defines the current width of the viewport
  2869. * @param viewportHeight defines the current height of the viewport
  2870. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2871. * @param view defines the view matrix to use
  2872. * @param projection defines the projection matrix to use
  2873. * @returns the new Vector3
  2874. */
  2875. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2876. /**
  2877. * Unproject from screen space to object space
  2878. * @param source defines the screen space Vector3 to use
  2879. * @param viewportWidth defines the current width of the viewport
  2880. * @param viewportHeight defines the current height of the viewport
  2881. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2882. * @param view defines the view matrix to use
  2883. * @param projection defines the projection matrix to use
  2884. * @param result defines the Vector3 where to store the result
  2885. */
  2886. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2887. /**
  2888. * Unproject from screen space to object space
  2889. * @param sourceX defines the screen space x coordinate to use
  2890. * @param sourceY defines the screen space y coordinate to use
  2891. * @param sourceZ defines the screen space z coordinate to use
  2892. * @param viewportWidth defines the current width of the viewport
  2893. * @param viewportHeight defines the current height of the viewport
  2894. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2895. * @param view defines the view matrix to use
  2896. * @param projection defines the projection matrix to use
  2897. * @param result defines the Vector3 where to store the result
  2898. */
  2899. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2900. /**
  2901. * Gets the minimal coordinate values between two Vector3
  2902. * @param left defines the first operand
  2903. * @param right defines the second operand
  2904. * @returns the new Vector3
  2905. */
  2906. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Gets the maximal coordinate values between two Vector3
  2909. * @param left defines the first operand
  2910. * @param right defines the second operand
  2911. * @returns the new Vector3
  2912. */
  2913. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2914. /**
  2915. * Returns the distance between the vectors "value1" and "value2"
  2916. * @param value1 defines the first operand
  2917. * @param value2 defines the second operand
  2918. * @returns the distance
  2919. */
  2920. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2921. /**
  2922. * Returns the squared distance between the vectors "value1" and "value2"
  2923. * @param value1 defines the first operand
  2924. * @param value2 defines the second operand
  2925. * @returns the squared distance
  2926. */
  2927. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2928. /**
  2929. * Returns a new Vector3 located at the center between "value1" and "value2"
  2930. * @param value1 defines the first operand
  2931. * @param value2 defines the second operand
  2932. * @returns the new Vector3
  2933. */
  2934. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2935. /**
  2936. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2937. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2938. * to something in order to rotate it from its local system to the given target system
  2939. * Note: axis1, axis2 and axis3 are normalized during this operation
  2940. * @param axis1 defines the first axis
  2941. * @param axis2 defines the second axis
  2942. * @param axis3 defines the third axis
  2943. * @returns a new Vector3
  2944. */
  2945. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2946. /**
  2947. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2948. * @param axis1 defines the first axis
  2949. * @param axis2 defines the second axis
  2950. * @param axis3 defines the third axis
  2951. * @param ref defines the Vector3 where to store the result
  2952. */
  2953. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2954. }
  2955. /**
  2956. * Vector4 class created for EulerAngle class conversion to Quaternion
  2957. */
  2958. export class Vector4 {
  2959. /** x value of the vector */
  2960. x: number;
  2961. /** y value of the vector */
  2962. y: number;
  2963. /** z value of the vector */
  2964. z: number;
  2965. /** w value of the vector */
  2966. w: number;
  2967. /**
  2968. * Creates a Vector4 object from the given floats.
  2969. * @param x x value of the vector
  2970. * @param y y value of the vector
  2971. * @param z z value of the vector
  2972. * @param w w value of the vector
  2973. */
  2974. constructor(
  2975. /** x value of the vector */
  2976. x: number,
  2977. /** y value of the vector */
  2978. y: number,
  2979. /** z value of the vector */
  2980. z: number,
  2981. /** w value of the vector */
  2982. w: number);
  2983. /**
  2984. * Returns the string with the Vector4 coordinates.
  2985. * @returns a string containing all the vector values
  2986. */
  2987. toString(): string;
  2988. /**
  2989. * Returns the string "Vector4".
  2990. * @returns "Vector4"
  2991. */
  2992. getClassName(): string;
  2993. /**
  2994. * Returns the Vector4 hash code.
  2995. * @returns a unique hash code
  2996. */
  2997. getHashCode(): number;
  2998. /**
  2999. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3000. * @returns the resulting array
  3001. */
  3002. asArray(): number[];
  3003. /**
  3004. * Populates the given array from the given index with the Vector4 coordinates.
  3005. * @param array array to populate
  3006. * @param index index of the array to start at (default: 0)
  3007. * @returns the Vector4.
  3008. */
  3009. toArray(array: FloatArray, index?: number): Vector4;
  3010. /**
  3011. * Adds the given vector to the current Vector4.
  3012. * @param otherVector the vector to add
  3013. * @returns the updated Vector4.
  3014. */
  3015. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3016. /**
  3017. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3018. * @param otherVector the vector to add
  3019. * @returns the resulting vector
  3020. */
  3021. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3022. /**
  3023. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3024. * @param otherVector the vector to add
  3025. * @param result the vector to store the result
  3026. * @returns the current Vector4.
  3027. */
  3028. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3029. /**
  3030. * Subtract in place the given vector from the current Vector4.
  3031. * @param otherVector the vector to subtract
  3032. * @returns the updated Vector4.
  3033. */
  3034. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3035. /**
  3036. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3037. * @param otherVector the vector to add
  3038. * @returns the new vector with the result
  3039. */
  3040. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3041. /**
  3042. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3043. * @param otherVector the vector to subtract
  3044. * @param result the vector to store the result
  3045. * @returns the current Vector4.
  3046. */
  3047. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3048. /**
  3049. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3050. */
  3051. /**
  3052. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3053. * @param x value to subtract
  3054. * @param y value to subtract
  3055. * @param z value to subtract
  3056. * @param w value to subtract
  3057. * @returns new vector containing the result
  3058. */
  3059. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3060. /**
  3061. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3062. * @param x value to subtract
  3063. * @param y value to subtract
  3064. * @param z value to subtract
  3065. * @param w value to subtract
  3066. * @param result the vector to store the result in
  3067. * @returns the current Vector4.
  3068. */
  3069. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3070. /**
  3071. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3072. * @returns a new vector with the negated values
  3073. */
  3074. negate(): Vector4;
  3075. /**
  3076. * Multiplies the current Vector4 coordinates by scale (float).
  3077. * @param scale the number to scale with
  3078. * @returns the updated Vector4.
  3079. */
  3080. scaleInPlace(scale: number): Vector4;
  3081. /**
  3082. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3083. * @param scale the number to scale with
  3084. * @returns a new vector with the result
  3085. */
  3086. scale(scale: number): Vector4;
  3087. /**
  3088. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3089. * @param scale the number to scale with
  3090. * @param result a vector to store the result in
  3091. * @returns the current Vector4.
  3092. */
  3093. scaleToRef(scale: number, result: Vector4): Vector4;
  3094. /**
  3095. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3096. * @param scale defines the scale factor
  3097. * @param result defines the Vector4 object where to store the result
  3098. * @returns the unmodified current Vector4
  3099. */
  3100. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3101. /**
  3102. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3103. * @param otherVector the vector to compare against
  3104. * @returns true if they are equal
  3105. */
  3106. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3107. /**
  3108. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3109. * @param otherVector vector to compare against
  3110. * @param epsilon (Default: very small number)
  3111. * @returns true if they are equal
  3112. */
  3113. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3114. /**
  3115. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3116. * @param x x value to compare against
  3117. * @param y y value to compare against
  3118. * @param z z value to compare against
  3119. * @param w w value to compare against
  3120. * @returns true if equal
  3121. */
  3122. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3123. /**
  3124. * Multiplies in place the current Vector4 by the given one.
  3125. * @param otherVector vector to multiple with
  3126. * @returns the updated Vector4.
  3127. */
  3128. multiplyInPlace(otherVector: Vector4): Vector4;
  3129. /**
  3130. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3131. * @param otherVector vector to multiple with
  3132. * @returns resulting new vector
  3133. */
  3134. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3135. /**
  3136. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3137. * @param otherVector vector to multiple with
  3138. * @param result vector to store the result
  3139. * @returns the current Vector4.
  3140. */
  3141. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3142. /**
  3143. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3144. * @param x x value multiply with
  3145. * @param y y value multiply with
  3146. * @param z z value multiply with
  3147. * @param w w value multiply with
  3148. * @returns resulting new vector
  3149. */
  3150. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3151. /**
  3152. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3153. * @param otherVector vector to devide with
  3154. * @returns resulting new vector
  3155. */
  3156. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3157. /**
  3158. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3159. * @param otherVector vector to devide with
  3160. * @param result vector to store the result
  3161. * @returns the current Vector4.
  3162. */
  3163. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3164. /**
  3165. * Divides the current Vector3 coordinates by the given ones.
  3166. * @param otherVector vector to devide with
  3167. * @returns the updated Vector3.
  3168. */
  3169. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3170. /**
  3171. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3172. * @param other defines the second operand
  3173. * @returns the current updated Vector4
  3174. */
  3175. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3176. /**
  3177. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3178. * @param other defines the second operand
  3179. * @returns the current updated Vector4
  3180. */
  3181. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3182. /**
  3183. * Gets a new Vector4 from current Vector4 floored values
  3184. * @returns a new Vector4
  3185. */
  3186. floor(): Vector4;
  3187. /**
  3188. * Gets a new Vector4 from current Vector3 floored values
  3189. * @returns a new Vector4
  3190. */
  3191. fract(): Vector4;
  3192. /**
  3193. * Returns the Vector4 length (float).
  3194. * @returns the length
  3195. */
  3196. length(): number;
  3197. /**
  3198. * Returns the Vector4 squared length (float).
  3199. * @returns the length squared
  3200. */
  3201. lengthSquared(): number;
  3202. /**
  3203. * Normalizes in place the Vector4.
  3204. * @returns the updated Vector4.
  3205. */
  3206. normalize(): Vector4;
  3207. /**
  3208. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3209. * @returns this converted to a new vector3
  3210. */
  3211. toVector3(): Vector3;
  3212. /**
  3213. * Returns a new Vector4 copied from the current one.
  3214. * @returns the new cloned vector
  3215. */
  3216. clone(): Vector4;
  3217. /**
  3218. * Updates the current Vector4 with the given one coordinates.
  3219. * @param source the source vector to copy from
  3220. * @returns the updated Vector4.
  3221. */
  3222. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3223. /**
  3224. * Updates the current Vector4 coordinates with the given floats.
  3225. * @param x float to copy from
  3226. * @param y float to copy from
  3227. * @param z float to copy from
  3228. * @param w float to copy from
  3229. * @returns the updated Vector4.
  3230. */
  3231. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3232. /**
  3233. * Updates the current Vector4 coordinates with the given floats.
  3234. * @param x float to set from
  3235. * @param y float to set from
  3236. * @param z float to set from
  3237. * @param w float to set from
  3238. * @returns the updated Vector4.
  3239. */
  3240. set(x: number, y: number, z: number, w: number): Vector4;
  3241. /**
  3242. * Copies the given float to the current Vector3 coordinates
  3243. * @param v defines the x, y, z and w coordinates of the operand
  3244. * @returns the current updated Vector3
  3245. */
  3246. setAll(v: number): Vector4;
  3247. /**
  3248. * Returns a new Vector4 set from the starting index of the given array.
  3249. * @param array the array to pull values from
  3250. * @param offset the offset into the array to start at
  3251. * @returns the new vector
  3252. */
  3253. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3254. /**
  3255. * Updates the given vector "result" from the starting index of the given array.
  3256. * @param array the array to pull values from
  3257. * @param offset the offset into the array to start at
  3258. * @param result the vector to store the result in
  3259. */
  3260. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3261. /**
  3262. * Updates the given vector "result" from the starting index of the given Float32Array.
  3263. * @param array the array to pull values from
  3264. * @param offset the offset into the array to start at
  3265. * @param result the vector to store the result in
  3266. */
  3267. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3268. /**
  3269. * Updates the given vector "result" coordinates from the given floats.
  3270. * @param x float to set from
  3271. * @param y float to set from
  3272. * @param z float to set from
  3273. * @param w float to set from
  3274. * @param result the vector to the floats in
  3275. */
  3276. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3277. /**
  3278. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3279. * @returns the new vector
  3280. */
  3281. static Zero(): Vector4;
  3282. /**
  3283. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3284. * @returns the new vector
  3285. */
  3286. static One(): Vector4;
  3287. /**
  3288. * Returns a new normalized Vector4 from the given one.
  3289. * @param vector the vector to normalize
  3290. * @returns the vector
  3291. */
  3292. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3293. /**
  3294. * Updates the given vector "result" from the normalization of the given one.
  3295. * @param vector the vector to normalize
  3296. * @param result the vector to store the result in
  3297. */
  3298. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3299. /**
  3300. * Returns a vector with the minimum values from the left and right vectors
  3301. * @param left left vector to minimize
  3302. * @param right right vector to minimize
  3303. * @returns a new vector with the minimum of the left and right vector values
  3304. */
  3305. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Returns a vector with the maximum values from the left and right vectors
  3308. * @param left left vector to maximize
  3309. * @param right right vector to maximize
  3310. * @returns a new vector with the maximum of the left and right vector values
  3311. */
  3312. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3313. /**
  3314. * Returns the distance (float) between the vectors "value1" and "value2".
  3315. * @param value1 value to calulate the distance between
  3316. * @param value2 value to calulate the distance between
  3317. * @return the distance between the two vectors
  3318. */
  3319. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3320. /**
  3321. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3322. * @param value1 value to calulate the distance between
  3323. * @param value2 value to calulate the distance between
  3324. * @return the distance between the two vectors squared
  3325. */
  3326. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3327. /**
  3328. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3329. * @param value1 value to calulate the center between
  3330. * @param value2 value to calulate the center between
  3331. * @return the center between the two vectors
  3332. */
  3333. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3334. /**
  3335. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3336. * This methods computes transformed normalized direction vectors only.
  3337. * @param vector the vector to transform
  3338. * @param transformation the transformation matrix to apply
  3339. * @returns the new vector
  3340. */
  3341. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3342. /**
  3343. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3344. * This methods computes transformed normalized direction vectors only.
  3345. * @param vector the vector to transform
  3346. * @param transformation the transformation matrix to apply
  3347. * @param result the vector to store the result in
  3348. */
  3349. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3350. /**
  3351. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3352. * This methods computes transformed normalized direction vectors only.
  3353. * @param x value to transform
  3354. * @param y value to transform
  3355. * @param z value to transform
  3356. * @param w value to transform
  3357. * @param transformation the transformation matrix to apply
  3358. * @param result the vector to store the results in
  3359. */
  3360. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3361. /**
  3362. * Creates a new Vector4 from a Vector3
  3363. * @param source defines the source data
  3364. * @param w defines the 4th component (default is 0)
  3365. * @returns a new Vector4
  3366. */
  3367. static FromVector3(source: Vector3, w?: number): Vector4;
  3368. }
  3369. /**
  3370. * Class used to store quaternion data
  3371. * @see https://en.wikipedia.org/wiki/Quaternion
  3372. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3373. */
  3374. export class Quaternion {
  3375. /** defines the first component (0 by default) */
  3376. x: number;
  3377. /** defines the second component (0 by default) */
  3378. y: number;
  3379. /** defines the third component (0 by default) */
  3380. z: number;
  3381. /** defines the fourth component (1.0 by default) */
  3382. w: number;
  3383. /**
  3384. * Creates a new Quaternion from the given floats
  3385. * @param x defines the first component (0 by default)
  3386. * @param y defines the second component (0 by default)
  3387. * @param z defines the third component (0 by default)
  3388. * @param w defines the fourth component (1.0 by default)
  3389. */
  3390. constructor(
  3391. /** defines the first component (0 by default) */
  3392. x?: number,
  3393. /** defines the second component (0 by default) */
  3394. y?: number,
  3395. /** defines the third component (0 by default) */
  3396. z?: number,
  3397. /** defines the fourth component (1.0 by default) */
  3398. w?: number);
  3399. /**
  3400. * Gets a string representation for the current quaternion
  3401. * @returns a string with the Quaternion coordinates
  3402. */
  3403. toString(): string;
  3404. /**
  3405. * Gets the class name of the quaternion
  3406. * @returns the string "Quaternion"
  3407. */
  3408. getClassName(): string;
  3409. /**
  3410. * Gets a hash code for this quaternion
  3411. * @returns the quaternion hash code
  3412. */
  3413. getHashCode(): number;
  3414. /**
  3415. * Copy the quaternion to an array
  3416. * @returns a new array populated with 4 elements from the quaternion coordinates
  3417. */
  3418. asArray(): number[];
  3419. /**
  3420. * Check if two quaternions are equals
  3421. * @param otherQuaternion defines the second operand
  3422. * @return true if the current quaternion and the given one coordinates are strictly equals
  3423. */
  3424. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3425. /**
  3426. * Clone the current quaternion
  3427. * @returns a new quaternion copied from the current one
  3428. */
  3429. clone(): Quaternion;
  3430. /**
  3431. * Copy a quaternion to the current one
  3432. * @param other defines the other quaternion
  3433. * @returns the updated current quaternion
  3434. */
  3435. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3436. /**
  3437. * Updates the current quaternion with the given float coordinates
  3438. * @param x defines the x coordinate
  3439. * @param y defines the y coordinate
  3440. * @param z defines the z coordinate
  3441. * @param w defines the w coordinate
  3442. * @returns the updated current quaternion
  3443. */
  3444. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3445. /**
  3446. * Updates the current quaternion from the given float coordinates
  3447. * @param x defines the x coordinate
  3448. * @param y defines the y coordinate
  3449. * @param z defines the z coordinate
  3450. * @param w defines the w coordinate
  3451. * @returns the updated current quaternion
  3452. */
  3453. set(x: number, y: number, z: number, w: number): Quaternion;
  3454. /**
  3455. * Adds two quaternions
  3456. * @param other defines the second operand
  3457. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3458. */
  3459. add(other: DeepImmutable<Quaternion>): Quaternion;
  3460. /**
  3461. * Add a quaternion to the current one
  3462. * @param other defines the quaternion to add
  3463. * @returns the current quaternion
  3464. */
  3465. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3466. /**
  3467. * Subtract two quaternions
  3468. * @param other defines the second operand
  3469. * @returns a new quaternion as the subtraction result of the given one from the current one
  3470. */
  3471. subtract(other: Quaternion): Quaternion;
  3472. /**
  3473. * Multiplies the current quaternion by a scale factor
  3474. * @param value defines the scale factor
  3475. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3476. */
  3477. scale(value: number): Quaternion;
  3478. /**
  3479. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3480. * @param scale defines the scale factor
  3481. * @param result defines the Quaternion object where to store the result
  3482. * @returns the unmodified current quaternion
  3483. */
  3484. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3485. /**
  3486. * Multiplies in place the current quaternion by a scale factor
  3487. * @param value defines the scale factor
  3488. * @returns the current modified quaternion
  3489. */
  3490. scaleInPlace(value: number): Quaternion;
  3491. /**
  3492. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3493. * @param scale defines the scale factor
  3494. * @param result defines the Quaternion object where to store the result
  3495. * @returns the unmodified current quaternion
  3496. */
  3497. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3498. /**
  3499. * Multiplies two quaternions
  3500. * @param q1 defines the second operand
  3501. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3502. */
  3503. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3504. /**
  3505. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3506. * @param q1 defines the second operand
  3507. * @param result defines the target quaternion
  3508. * @returns the current quaternion
  3509. */
  3510. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3511. /**
  3512. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3513. * @param q1 defines the second operand
  3514. * @returns the currentupdated quaternion
  3515. */
  3516. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3517. /**
  3518. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3519. * @param ref defines the target quaternion
  3520. * @returns the current quaternion
  3521. */
  3522. conjugateToRef(ref: Quaternion): Quaternion;
  3523. /**
  3524. * Conjugates in place (1-q) the current quaternion
  3525. * @returns the current updated quaternion
  3526. */
  3527. conjugateInPlace(): Quaternion;
  3528. /**
  3529. * Conjugates in place (1-q) the current quaternion
  3530. * @returns a new quaternion
  3531. */
  3532. conjugate(): Quaternion;
  3533. /**
  3534. * Gets length of current quaternion
  3535. * @returns the quaternion length (float)
  3536. */
  3537. length(): number;
  3538. /**
  3539. * Normalize in place the current quaternion
  3540. * @returns the current updated quaternion
  3541. */
  3542. normalize(): Quaternion;
  3543. /**
  3544. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3545. * @param order is a reserved parameter and is ignore for now
  3546. * @returns a new Vector3 containing the Euler angles
  3547. */
  3548. toEulerAngles(order?: string): Vector3;
  3549. /**
  3550. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3551. * @param result defines the vector which will be filled with the Euler angles
  3552. * @param order is a reserved parameter and is ignore for now
  3553. * @returns the current unchanged quaternion
  3554. */
  3555. toEulerAnglesToRef(result: Vector3): Quaternion;
  3556. /**
  3557. * Updates the given rotation matrix with the current quaternion values
  3558. * @param result defines the target matrix
  3559. * @returns the current unchanged quaternion
  3560. */
  3561. toRotationMatrix(result: Matrix): Quaternion;
  3562. /**
  3563. * Updates the current quaternion from the given rotation matrix values
  3564. * @param matrix defines the source matrix
  3565. * @returns the current updated quaternion
  3566. */
  3567. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3568. /**
  3569. * Creates a new quaternion from a rotation matrix
  3570. * @param matrix defines the source matrix
  3571. * @returns a new quaternion created from the given rotation matrix values
  3572. */
  3573. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3574. /**
  3575. * Updates the given quaternion with the given rotation matrix values
  3576. * @param matrix defines the source matrix
  3577. * @param result defines the target quaternion
  3578. */
  3579. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3580. /**
  3581. * Returns the dot product (float) between the quaternions "left" and "right"
  3582. * @param left defines the left operand
  3583. * @param right defines the right operand
  3584. * @returns the dot product
  3585. */
  3586. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3587. /**
  3588. * Checks if the two quaternions are close to each other
  3589. * @param quat0 defines the first quaternion to check
  3590. * @param quat1 defines the second quaternion to check
  3591. * @returns true if the two quaternions are close to each other
  3592. */
  3593. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3594. /**
  3595. * Creates an empty quaternion
  3596. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3597. */
  3598. static Zero(): Quaternion;
  3599. /**
  3600. * Inverse a given quaternion
  3601. * @param q defines the source quaternion
  3602. * @returns a new quaternion as the inverted current quaternion
  3603. */
  3604. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3605. /**
  3606. * Inverse a given quaternion
  3607. * @param q defines the source quaternion
  3608. * @param result the quaternion the result will be stored in
  3609. * @returns the result quaternion
  3610. */
  3611. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3612. /**
  3613. * Creates an identity quaternion
  3614. * @returns the identity quaternion
  3615. */
  3616. static Identity(): Quaternion;
  3617. /**
  3618. * Gets a boolean indicating if the given quaternion is identity
  3619. * @param quaternion defines the quaternion to check
  3620. * @returns true if the quaternion is identity
  3621. */
  3622. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3623. /**
  3624. * Creates a quaternion from a rotation around an axis
  3625. * @param axis defines the axis to use
  3626. * @param angle defines the angle to use
  3627. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3628. */
  3629. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3630. /**
  3631. * Creates a rotation around an axis and stores it into the given quaternion
  3632. * @param axis defines the axis to use
  3633. * @param angle defines the angle to use
  3634. * @param result defines the target quaternion
  3635. * @returns the target quaternion
  3636. */
  3637. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3638. /**
  3639. * Creates a new quaternion from data stored into an array
  3640. * @param array defines the data source
  3641. * @param offset defines the offset in the source array where the data starts
  3642. * @returns a new quaternion
  3643. */
  3644. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3645. /**
  3646. * Create a quaternion from Euler rotation angles
  3647. * @param x Pitch
  3648. * @param y Yaw
  3649. * @param z Roll
  3650. * @returns the new Quaternion
  3651. */
  3652. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3653. /**
  3654. * Updates a quaternion from Euler rotation angles
  3655. * @param x Pitch
  3656. * @param y Yaw
  3657. * @param z Roll
  3658. * @param result the quaternion to store the result
  3659. * @returns the updated quaternion
  3660. */
  3661. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3662. /**
  3663. * Create a quaternion from Euler rotation vector
  3664. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3665. * @returns the new Quaternion
  3666. */
  3667. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3668. /**
  3669. * Updates a quaternion from Euler rotation vector
  3670. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3671. * @param result the quaternion to store the result
  3672. * @returns the updated quaternion
  3673. */
  3674. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3675. /**
  3676. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3677. * @param yaw defines the rotation around Y axis
  3678. * @param pitch defines the rotation around X axis
  3679. * @param roll defines the rotation around Z axis
  3680. * @returns the new quaternion
  3681. */
  3682. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3683. /**
  3684. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3685. * @param yaw defines the rotation around Y axis
  3686. * @param pitch defines the rotation around X axis
  3687. * @param roll defines the rotation around Z axis
  3688. * @param result defines the target quaternion
  3689. */
  3690. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3691. /**
  3692. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3693. * @param alpha defines the rotation around first axis
  3694. * @param beta defines the rotation around second axis
  3695. * @param gamma defines the rotation around third axis
  3696. * @returns the new quaternion
  3697. */
  3698. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3699. /**
  3700. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3701. * @param alpha defines the rotation around first axis
  3702. * @param beta defines the rotation around second axis
  3703. * @param gamma defines the rotation around third axis
  3704. * @param result defines the target quaternion
  3705. */
  3706. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3707. /**
  3708. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3709. * @param axis1 defines the first axis
  3710. * @param axis2 defines the second axis
  3711. * @param axis3 defines the third axis
  3712. * @returns the new quaternion
  3713. */
  3714. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3715. /**
  3716. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3717. * @param axis1 defines the first axis
  3718. * @param axis2 defines the second axis
  3719. * @param axis3 defines the third axis
  3720. * @param ref defines the target quaternion
  3721. */
  3722. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3723. /**
  3724. * Interpolates between two quaternions
  3725. * @param left defines first quaternion
  3726. * @param right defines second quaternion
  3727. * @param amount defines the gradient to use
  3728. * @returns the new interpolated quaternion
  3729. */
  3730. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3731. /**
  3732. * Interpolates between two quaternions and stores it into a target quaternion
  3733. * @param left defines first quaternion
  3734. * @param right defines second quaternion
  3735. * @param amount defines the gradient to use
  3736. * @param result defines the target quaternion
  3737. */
  3738. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3739. /**
  3740. * Interpolate between two quaternions using Hermite interpolation
  3741. * @param value1 defines first quaternion
  3742. * @param tangent1 defines the incoming tangent
  3743. * @param value2 defines second quaternion
  3744. * @param tangent2 defines the outgoing tangent
  3745. * @param amount defines the target quaternion
  3746. * @returns the new interpolated quaternion
  3747. */
  3748. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3749. }
  3750. /**
  3751. * Class used to store matrix data (4x4)
  3752. */
  3753. export class Matrix {
  3754. private static _updateFlagSeed;
  3755. private static _identityReadOnly;
  3756. private _isIdentity;
  3757. private _isIdentityDirty;
  3758. private _isIdentity3x2;
  3759. private _isIdentity3x2Dirty;
  3760. /**
  3761. * Gets the update flag of the matrix which is an unique number for the matrix.
  3762. * It will be incremented every time the matrix data change.
  3763. * You can use it to speed the comparison between two versions of the same matrix.
  3764. */
  3765. updateFlag: number;
  3766. private readonly _m;
  3767. /**
  3768. * Gets the internal data of the matrix
  3769. */
  3770. readonly m: DeepImmutable<Float32Array>;
  3771. /** @hidden */
  3772. _markAsUpdated(): void;
  3773. /** @hidden */
  3774. private _updateIdentityStatus;
  3775. /**
  3776. * Creates an empty matrix (filled with zeros)
  3777. */
  3778. constructor();
  3779. /**
  3780. * Check if the current matrix is identity
  3781. * @returns true is the matrix is the identity matrix
  3782. */
  3783. isIdentity(): boolean;
  3784. /**
  3785. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3786. * @returns true is the matrix is the identity matrix
  3787. */
  3788. isIdentityAs3x2(): boolean;
  3789. /**
  3790. * Gets the determinant of the matrix
  3791. * @returns the matrix determinant
  3792. */
  3793. determinant(): number;
  3794. /**
  3795. * Returns the matrix as a Float32Array
  3796. * @returns the matrix underlying array
  3797. */
  3798. toArray(): DeepImmutable<Float32Array>;
  3799. /**
  3800. * Returns the matrix as a Float32Array
  3801. * @returns the matrix underlying array.
  3802. */
  3803. asArray(): DeepImmutable<Float32Array>;
  3804. /**
  3805. * Inverts the current matrix in place
  3806. * @returns the current inverted matrix
  3807. */
  3808. invert(): Matrix;
  3809. /**
  3810. * Sets all the matrix elements to zero
  3811. * @returns the current matrix
  3812. */
  3813. reset(): Matrix;
  3814. /**
  3815. * Adds the current matrix with a second one
  3816. * @param other defines the matrix to add
  3817. * @returns a new matrix as the addition of the current matrix and the given one
  3818. */
  3819. add(other: DeepImmutable<Matrix>): Matrix;
  3820. /**
  3821. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3822. * @param other defines the matrix to add
  3823. * @param result defines the target matrix
  3824. * @returns the current matrix
  3825. */
  3826. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3827. /**
  3828. * Adds in place the given matrix to the current matrix
  3829. * @param other defines the second operand
  3830. * @returns the current updated matrix
  3831. */
  3832. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3833. /**
  3834. * Sets the given matrix to the current inverted Matrix
  3835. * @param other defines the target matrix
  3836. * @returns the unmodified current matrix
  3837. */
  3838. invertToRef(other: Matrix): Matrix;
  3839. /**
  3840. * add a value at the specified position in the current Matrix
  3841. * @param index the index of the value within the matrix. between 0 and 15.
  3842. * @param value the value to be added
  3843. * @returns the current updated matrix
  3844. */
  3845. addAtIndex(index: number, value: number): Matrix;
  3846. /**
  3847. * mutiply the specified position in the current Matrix by a value
  3848. * @param index the index of the value within the matrix. between 0 and 15.
  3849. * @param value the value to be added
  3850. * @returns the current updated matrix
  3851. */
  3852. multiplyAtIndex(index: number, value: number): Matrix;
  3853. /**
  3854. * Inserts the translation vector (using 3 floats) in the current matrix
  3855. * @param x defines the 1st component of the translation
  3856. * @param y defines the 2nd component of the translation
  3857. * @param z defines the 3rd component of the translation
  3858. * @returns the current updated matrix
  3859. */
  3860. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3861. /**
  3862. * Adds the translation vector (using 3 floats) in the current matrix
  3863. * @param x defines the 1st component of the translation
  3864. * @param y defines the 2nd component of the translation
  3865. * @param z defines the 3rd component of the translation
  3866. * @returns the current updated matrix
  3867. */
  3868. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3869. /**
  3870. * Inserts the translation vector in the current matrix
  3871. * @param vector3 defines the translation to insert
  3872. * @returns the current updated matrix
  3873. */
  3874. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3875. /**
  3876. * Gets the translation value of the current matrix
  3877. * @returns a new Vector3 as the extracted translation from the matrix
  3878. */
  3879. getTranslation(): Vector3;
  3880. /**
  3881. * Fill a Vector3 with the extracted translation from the matrix
  3882. * @param result defines the Vector3 where to store the translation
  3883. * @returns the current matrix
  3884. */
  3885. getTranslationToRef(result: Vector3): Matrix;
  3886. /**
  3887. * Remove rotation and scaling part from the matrix
  3888. * @returns the updated matrix
  3889. */
  3890. removeRotationAndScaling(): Matrix;
  3891. /**
  3892. * Multiply two matrices
  3893. * @param other defines the second operand
  3894. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3895. */
  3896. multiply(other: DeepImmutable<Matrix>): Matrix;
  3897. /**
  3898. * Copy the current matrix from the given one
  3899. * @param other defines the source matrix
  3900. * @returns the current updated matrix
  3901. */
  3902. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Populates the given array from the starting index with the current matrix values
  3905. * @param array defines the target array
  3906. * @param offset defines the offset in the target array where to start storing values
  3907. * @returns the current matrix
  3908. */
  3909. copyToArray(array: Float32Array, offset?: number): Matrix;
  3910. /**
  3911. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3912. * @param other defines the second operand
  3913. * @param result defines the matrix where to store the multiplication
  3914. * @returns the current matrix
  3915. */
  3916. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3917. /**
  3918. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3919. * @param other defines the second operand
  3920. * @param result defines the array where to store the multiplication
  3921. * @param offset defines the offset in the target array where to start storing values
  3922. * @returns the current matrix
  3923. */
  3924. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3925. /**
  3926. * Check equality between this matrix and a second one
  3927. * @param value defines the second matrix to compare
  3928. * @returns true is the current matrix and the given one values are strictly equal
  3929. */
  3930. equals(value: DeepImmutable<Matrix>): boolean;
  3931. /**
  3932. * Clone the current matrix
  3933. * @returns a new matrix from the current matrix
  3934. */
  3935. clone(): Matrix;
  3936. /**
  3937. * Returns the name of the current matrix class
  3938. * @returns the string "Matrix"
  3939. */
  3940. getClassName(): string;
  3941. /**
  3942. * Gets the hash code of the current matrix
  3943. * @returns the hash code
  3944. */
  3945. getHashCode(): number;
  3946. /**
  3947. * Decomposes the current Matrix into a translation, rotation and scaling components
  3948. * @param scale defines the scale vector3 given as a reference to update
  3949. * @param rotation defines the rotation quaternion given as a reference to update
  3950. * @param translation defines the translation vector3 given as a reference to update
  3951. * @returns true if operation was successful
  3952. */
  3953. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3954. /**
  3955. * Gets specific row of the matrix
  3956. * @param index defines the number of the row to get
  3957. * @returns the index-th row of the current matrix as a new Vector4
  3958. */
  3959. getRow(index: number): Nullable<Vector4>;
  3960. /**
  3961. * Sets the index-th row of the current matrix to the vector4 values
  3962. * @param index defines the number of the row to set
  3963. * @param row defines the target vector4
  3964. * @returns the updated current matrix
  3965. */
  3966. setRow(index: number, row: Vector4): Matrix;
  3967. /**
  3968. * Compute the transpose of the matrix
  3969. * @returns the new transposed matrix
  3970. */
  3971. transpose(): Matrix;
  3972. /**
  3973. * Compute the transpose of the matrix and store it in a given matrix
  3974. * @param result defines the target matrix
  3975. * @returns the current matrix
  3976. */
  3977. transposeToRef(result: Matrix): Matrix;
  3978. /**
  3979. * Sets the index-th row of the current matrix with the given 4 x float values
  3980. * @param index defines the row index
  3981. * @param x defines the x component to set
  3982. * @param y defines the y component to set
  3983. * @param z defines the z component to set
  3984. * @param w defines the w component to set
  3985. * @returns the updated current matrix
  3986. */
  3987. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3988. /**
  3989. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3990. * @param scale defines the scale factor
  3991. * @returns a new matrix
  3992. */
  3993. scale(scale: number): Matrix;
  3994. /**
  3995. * Scale the current matrix values by a factor to a given result matrix
  3996. * @param scale defines the scale factor
  3997. * @param result defines the matrix to store the result
  3998. * @returns the current matrix
  3999. */
  4000. scaleToRef(scale: number, result: Matrix): Matrix;
  4001. /**
  4002. * Scale the current matrix values by a factor and add the result to a given matrix
  4003. * @param scale defines the scale factor
  4004. * @param result defines the Matrix to store the result
  4005. * @returns the current matrix
  4006. */
  4007. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4008. /**
  4009. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4010. * @param ref matrix to store the result
  4011. */
  4012. toNormalMatrix(ref: Matrix): void;
  4013. /**
  4014. * Gets only rotation part of the current matrix
  4015. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4016. */
  4017. getRotationMatrix(): Matrix;
  4018. /**
  4019. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4020. * @param result defines the target matrix to store data to
  4021. * @returns the current matrix
  4022. */
  4023. getRotationMatrixToRef(result: Matrix): Matrix;
  4024. /**
  4025. * Toggles model matrix from being right handed to left handed in place and vice versa
  4026. */
  4027. toggleModelMatrixHandInPlace(): void;
  4028. /**
  4029. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4030. */
  4031. toggleProjectionMatrixHandInPlace(): void;
  4032. /**
  4033. * Creates a matrix from an array
  4034. * @param array defines the source array
  4035. * @param offset defines an offset in the source array
  4036. * @returns a new Matrix set from the starting index of the given array
  4037. */
  4038. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4039. /**
  4040. * Copy the content of an array into a given matrix
  4041. * @param array defines the source array
  4042. * @param offset defines an offset in the source array
  4043. * @param result defines the target matrix
  4044. */
  4045. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4046. /**
  4047. * Stores an array into a matrix after having multiplied each component by a given factor
  4048. * @param array defines the source array
  4049. * @param offset defines the offset in the source array
  4050. * @param scale defines the scaling factor
  4051. * @param result defines the target matrix
  4052. */
  4053. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4054. /**
  4055. * Gets an identity matrix that must not be updated
  4056. */
  4057. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4058. /**
  4059. * Stores a list of values (16) inside a given matrix
  4060. * @param initialM11 defines 1st value of 1st row
  4061. * @param initialM12 defines 2nd value of 1st row
  4062. * @param initialM13 defines 3rd value of 1st row
  4063. * @param initialM14 defines 4th value of 1st row
  4064. * @param initialM21 defines 1st value of 2nd row
  4065. * @param initialM22 defines 2nd value of 2nd row
  4066. * @param initialM23 defines 3rd value of 2nd row
  4067. * @param initialM24 defines 4th value of 2nd row
  4068. * @param initialM31 defines 1st value of 3rd row
  4069. * @param initialM32 defines 2nd value of 3rd row
  4070. * @param initialM33 defines 3rd value of 3rd row
  4071. * @param initialM34 defines 4th value of 3rd row
  4072. * @param initialM41 defines 1st value of 4th row
  4073. * @param initialM42 defines 2nd value of 4th row
  4074. * @param initialM43 defines 3rd value of 4th row
  4075. * @param initialM44 defines 4th value of 4th row
  4076. * @param result defines the target matrix
  4077. */
  4078. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  4079. /**
  4080. * Creates new matrix from a list of values (16)
  4081. * @param initialM11 defines 1st value of 1st row
  4082. * @param initialM12 defines 2nd value of 1st row
  4083. * @param initialM13 defines 3rd value of 1st row
  4084. * @param initialM14 defines 4th value of 1st row
  4085. * @param initialM21 defines 1st value of 2nd row
  4086. * @param initialM22 defines 2nd value of 2nd row
  4087. * @param initialM23 defines 3rd value of 2nd row
  4088. * @param initialM24 defines 4th value of 2nd row
  4089. * @param initialM31 defines 1st value of 3rd row
  4090. * @param initialM32 defines 2nd value of 3rd row
  4091. * @param initialM33 defines 3rd value of 3rd row
  4092. * @param initialM34 defines 4th value of 3rd row
  4093. * @param initialM41 defines 1st value of 4th row
  4094. * @param initialM42 defines 2nd value of 4th row
  4095. * @param initialM43 defines 3rd value of 4th row
  4096. * @param initialM44 defines 4th value of 4th row
  4097. * @returns the new matrix
  4098. */
  4099. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  4100. /**
  4101. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4102. * @param scale defines the scale vector3
  4103. * @param rotation defines the rotation quaternion
  4104. * @param translation defines the translation vector3
  4105. * @returns a new matrix
  4106. */
  4107. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4108. /**
  4109. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4110. * @param scale defines the scale vector3
  4111. * @param rotation defines the rotation quaternion
  4112. * @param translation defines the translation vector3
  4113. * @param result defines the target matrix
  4114. */
  4115. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4116. /**
  4117. * Creates a new identity matrix
  4118. * @returns a new identity matrix
  4119. */
  4120. static Identity(): Matrix;
  4121. /**
  4122. * Creates a new identity matrix and stores the result in a given matrix
  4123. * @param result defines the target matrix
  4124. */
  4125. static IdentityToRef(result: Matrix): void;
  4126. /**
  4127. * Creates a new zero matrix
  4128. * @returns a new zero matrix
  4129. */
  4130. static Zero(): Matrix;
  4131. /**
  4132. * Creates a new rotation matrix for "angle" radians around the X axis
  4133. * @param angle defines the angle (in radians) to use
  4134. * @return the new matrix
  4135. */
  4136. static RotationX(angle: number): Matrix;
  4137. /**
  4138. * Creates a new matrix as the invert of a given matrix
  4139. * @param source defines the source matrix
  4140. * @returns the new matrix
  4141. */
  4142. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4143. /**
  4144. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4145. * @param angle defines the angle (in radians) to use
  4146. * @param result defines the target matrix
  4147. */
  4148. static RotationXToRef(angle: number, result: Matrix): void;
  4149. /**
  4150. * Creates a new rotation matrix for "angle" radians around the Y axis
  4151. * @param angle defines the angle (in radians) to use
  4152. * @return the new matrix
  4153. */
  4154. static RotationY(angle: number): Matrix;
  4155. /**
  4156. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4157. * @param angle defines the angle (in radians) to use
  4158. * @param result defines the target matrix
  4159. */
  4160. static RotationYToRef(angle: number, result: Matrix): void;
  4161. /**
  4162. * Creates a new rotation matrix for "angle" radians around the Z axis
  4163. * @param angle defines the angle (in radians) to use
  4164. * @return the new matrix
  4165. */
  4166. static RotationZ(angle: number): Matrix;
  4167. /**
  4168. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4169. * @param angle defines the angle (in radians) to use
  4170. * @param result defines the target matrix
  4171. */
  4172. static RotationZToRef(angle: number, result: Matrix): void;
  4173. /**
  4174. * Creates a new rotation matrix for "angle" radians around the given axis
  4175. * @param axis defines the axis to use
  4176. * @param angle defines the angle (in radians) to use
  4177. * @return the new matrix
  4178. */
  4179. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4180. /**
  4181. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4182. * @param axis defines the axis to use
  4183. * @param angle defines the angle (in radians) to use
  4184. * @param result defines the target matrix
  4185. */
  4186. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4187. /**
  4188. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4189. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4190. * @param from defines the vector to align
  4191. * @param to defines the vector to align to
  4192. * @param result defines the target matrix
  4193. */
  4194. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4195. /**
  4196. * Creates a rotation matrix
  4197. * @param yaw defines the yaw angle in radians (Y axis)
  4198. * @param pitch defines the pitch angle in radians (X axis)
  4199. * @param roll defines the roll angle in radians (X axis)
  4200. * @returns the new rotation matrix
  4201. */
  4202. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4203. /**
  4204. * Creates a rotation matrix and stores it in a given matrix
  4205. * @param yaw defines the yaw angle in radians (Y axis)
  4206. * @param pitch defines the pitch angle in radians (X axis)
  4207. * @param roll defines the roll angle in radians (X axis)
  4208. * @param result defines the target matrix
  4209. */
  4210. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4211. /**
  4212. * Creates a scaling matrix
  4213. * @param x defines the scale factor on X axis
  4214. * @param y defines the scale factor on Y axis
  4215. * @param z defines the scale factor on Z axis
  4216. * @returns the new matrix
  4217. */
  4218. static Scaling(x: number, y: number, z: number): Matrix;
  4219. /**
  4220. * Creates a scaling matrix and stores it in a given matrix
  4221. * @param x defines the scale factor on X axis
  4222. * @param y defines the scale factor on Y axis
  4223. * @param z defines the scale factor on Z axis
  4224. * @param result defines the target matrix
  4225. */
  4226. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4227. /**
  4228. * Creates a translation matrix
  4229. * @param x defines the translation on X axis
  4230. * @param y defines the translation on Y axis
  4231. * @param z defines the translationon Z axis
  4232. * @returns the new matrix
  4233. */
  4234. static Translation(x: number, y: number, z: number): Matrix;
  4235. /**
  4236. * Creates a translation matrix and stores it in a given matrix
  4237. * @param x defines the translation on X axis
  4238. * @param y defines the translation on Y axis
  4239. * @param z defines the translationon Z axis
  4240. * @param result defines the target matrix
  4241. */
  4242. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4243. /**
  4244. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4245. * @param startValue defines the start value
  4246. * @param endValue defines the end value
  4247. * @param gradient defines the gradient factor
  4248. * @returns the new matrix
  4249. */
  4250. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4251. /**
  4252. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4253. * @param startValue defines the start value
  4254. * @param endValue defines the end value
  4255. * @param gradient defines the gradient factor
  4256. * @param result defines the Matrix object where to store data
  4257. */
  4258. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4259. /**
  4260. * Builds a new matrix whose values are computed by:
  4261. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4262. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4263. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4264. * @param startValue defines the first matrix
  4265. * @param endValue defines the second matrix
  4266. * @param gradient defines the gradient between the two matrices
  4267. * @returns the new matrix
  4268. */
  4269. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4270. /**
  4271. * Update a matrix to values which are computed by:
  4272. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4273. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4274. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4275. * @param startValue defines the first matrix
  4276. * @param endValue defines the second matrix
  4277. * @param gradient defines the gradient between the two matrices
  4278. * @param result defines the target matrix
  4279. */
  4280. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4281. /**
  4282. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4283. * This function works in left handed mode
  4284. * @param eye defines the final position of the entity
  4285. * @param target defines where the entity should look at
  4286. * @param up defines the up vector for the entity
  4287. * @returns the new matrix
  4288. */
  4289. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4290. /**
  4291. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4292. * This function works in left handed mode
  4293. * @param eye defines the final position of the entity
  4294. * @param target defines where the entity should look at
  4295. * @param up defines the up vector for the entity
  4296. * @param result defines the target matrix
  4297. */
  4298. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4299. /**
  4300. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4301. * This function works in right handed mode
  4302. * @param eye defines the final position of the entity
  4303. * @param target defines where the entity should look at
  4304. * @param up defines the up vector for the entity
  4305. * @returns the new matrix
  4306. */
  4307. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4308. /**
  4309. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4310. * This function works in right handed mode
  4311. * @param eye defines the final position of the entity
  4312. * @param target defines where the entity should look at
  4313. * @param up defines the up vector for the entity
  4314. * @param result defines the target matrix
  4315. */
  4316. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4317. /**
  4318. * Create a left-handed orthographic projection matrix
  4319. * @param width defines the viewport width
  4320. * @param height defines the viewport height
  4321. * @param znear defines the near clip plane
  4322. * @param zfar defines the far clip plane
  4323. * @returns a new matrix as a left-handed orthographic projection matrix
  4324. */
  4325. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4326. /**
  4327. * Store a left-handed orthographic projection to a given matrix
  4328. * @param width defines the viewport width
  4329. * @param height defines the viewport height
  4330. * @param znear defines the near clip plane
  4331. * @param zfar defines the far clip plane
  4332. * @param result defines the target matrix
  4333. */
  4334. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4335. /**
  4336. * Create a left-handed orthographic projection matrix
  4337. * @param left defines the viewport left coordinate
  4338. * @param right defines the viewport right coordinate
  4339. * @param bottom defines the viewport bottom coordinate
  4340. * @param top defines the viewport top coordinate
  4341. * @param znear defines the near clip plane
  4342. * @param zfar defines the far clip plane
  4343. * @returns a new matrix as a left-handed orthographic projection matrix
  4344. */
  4345. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4346. /**
  4347. * Stores a left-handed orthographic projection into a given matrix
  4348. * @param left defines the viewport left coordinate
  4349. * @param right defines the viewport right coordinate
  4350. * @param bottom defines the viewport bottom coordinate
  4351. * @param top defines the viewport top coordinate
  4352. * @param znear defines the near clip plane
  4353. * @param zfar defines the far clip plane
  4354. * @param result defines the target matrix
  4355. */
  4356. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4357. /**
  4358. * Creates a right-handed orthographic projection matrix
  4359. * @param left defines the viewport left coordinate
  4360. * @param right defines the viewport right coordinate
  4361. * @param bottom defines the viewport bottom coordinate
  4362. * @param top defines the viewport top coordinate
  4363. * @param znear defines the near clip plane
  4364. * @param zfar defines the far clip plane
  4365. * @returns a new matrix as a right-handed orthographic projection matrix
  4366. */
  4367. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4368. /**
  4369. * Stores a right-handed orthographic projection into a given matrix
  4370. * @param left defines the viewport left coordinate
  4371. * @param right defines the viewport right coordinate
  4372. * @param bottom defines the viewport bottom coordinate
  4373. * @param top defines the viewport top coordinate
  4374. * @param znear defines the near clip plane
  4375. * @param zfar defines the far clip plane
  4376. * @param result defines the target matrix
  4377. */
  4378. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4379. /**
  4380. * Creates a left-handed perspective projection matrix
  4381. * @param width defines the viewport width
  4382. * @param height defines the viewport height
  4383. * @param znear defines the near clip plane
  4384. * @param zfar defines the far clip plane
  4385. * @returns a new matrix as a left-handed perspective projection matrix
  4386. */
  4387. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4388. /**
  4389. * Creates a left-handed perspective projection matrix
  4390. * @param fov defines the horizontal field of view
  4391. * @param aspect defines the aspect ratio
  4392. * @param znear defines the near clip plane
  4393. * @param zfar defines the far clip plane
  4394. * @returns a new matrix as a left-handed perspective projection matrix
  4395. */
  4396. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4397. /**
  4398. * Stores a left-handed perspective projection into a given matrix
  4399. * @param fov defines the horizontal field of view
  4400. * @param aspect defines the aspect ratio
  4401. * @param znear defines the near clip plane
  4402. * @param zfar defines the far clip plane
  4403. * @param result defines the target matrix
  4404. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4405. */
  4406. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4407. /**
  4408. * Creates a right-handed perspective projection matrix
  4409. * @param fov defines the horizontal field of view
  4410. * @param aspect defines the aspect ratio
  4411. * @param znear defines the near clip plane
  4412. * @param zfar defines the far clip plane
  4413. * @returns a new matrix as a right-handed perspective projection matrix
  4414. */
  4415. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4416. /**
  4417. * Stores a right-handed perspective projection into a given matrix
  4418. * @param fov defines the horizontal field of view
  4419. * @param aspect defines the aspect ratio
  4420. * @param znear defines the near clip plane
  4421. * @param zfar defines the far clip plane
  4422. * @param result defines the target matrix
  4423. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4424. */
  4425. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4426. /**
  4427. * Stores a perspective projection for WebVR info a given matrix
  4428. * @param fov defines the field of view
  4429. * @param znear defines the near clip plane
  4430. * @param zfar defines the far clip plane
  4431. * @param result defines the target matrix
  4432. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4433. */
  4434. static PerspectiveFovWebVRToRef(fov: {
  4435. upDegrees: number;
  4436. downDegrees: number;
  4437. leftDegrees: number;
  4438. rightDegrees: number;
  4439. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4440. /**
  4441. * Computes a complete transformation matrix
  4442. * @param viewport defines the viewport to use
  4443. * @param world defines the world matrix
  4444. * @param view defines the view matrix
  4445. * @param projection defines the projection matrix
  4446. * @param zmin defines the near clip plane
  4447. * @param zmax defines the far clip plane
  4448. * @returns the transformation matrix
  4449. */
  4450. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4451. /**
  4452. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4453. * @param matrix defines the matrix to use
  4454. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4455. */
  4456. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4457. /**
  4458. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4459. * @param matrix defines the matrix to use
  4460. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4461. */
  4462. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4463. /**
  4464. * Compute the transpose of a given matrix
  4465. * @param matrix defines the matrix to transpose
  4466. * @returns the new matrix
  4467. */
  4468. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4469. /**
  4470. * Compute the transpose of a matrix and store it in a target matrix
  4471. * @param matrix defines the matrix to transpose
  4472. * @param result defines the target matrix
  4473. */
  4474. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4475. /**
  4476. * Computes a reflection matrix from a plane
  4477. * @param plane defines the reflection plane
  4478. * @returns a new matrix
  4479. */
  4480. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4481. /**
  4482. * Computes a reflection matrix from a plane
  4483. * @param plane defines the reflection plane
  4484. * @param result defines the target matrix
  4485. */
  4486. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4487. /**
  4488. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4489. * @param xaxis defines the value of the 1st axis
  4490. * @param yaxis defines the value of the 2nd axis
  4491. * @param zaxis defines the value of the 3rd axis
  4492. * @param result defines the target matrix
  4493. */
  4494. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4495. /**
  4496. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4497. * @param quat defines the quaternion to use
  4498. * @param result defines the target matrix
  4499. */
  4500. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4501. }
  4502. /**
  4503. * @hidden
  4504. */
  4505. export class TmpVectors {
  4506. static Vector2: Vector2[];
  4507. static Vector3: Vector3[];
  4508. static Vector4: Vector4[];
  4509. static Quaternion: Quaternion[];
  4510. static Matrix: Matrix[];
  4511. }
  4512. }
  4513. declare module BABYLON {
  4514. /**
  4515. * Defines potential orientation for back face culling
  4516. */
  4517. export enum Orientation {
  4518. /**
  4519. * Clockwise
  4520. */
  4521. CW = 0,
  4522. /** Counter clockwise */
  4523. CCW = 1
  4524. }
  4525. /** Class used to represent a Bezier curve */
  4526. export class BezierCurve {
  4527. /**
  4528. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4529. * @param t defines the time
  4530. * @param x1 defines the left coordinate on X axis
  4531. * @param y1 defines the left coordinate on Y axis
  4532. * @param x2 defines the right coordinate on X axis
  4533. * @param y2 defines the right coordinate on Y axis
  4534. * @returns the interpolated value
  4535. */
  4536. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4537. }
  4538. /**
  4539. * Defines angle representation
  4540. */
  4541. export class Angle {
  4542. private _radians;
  4543. /**
  4544. * Creates an Angle object of "radians" radians (float).
  4545. * @param radians the angle in radians
  4546. */
  4547. constructor(radians: number);
  4548. /**
  4549. * Get value in degrees
  4550. * @returns the Angle value in degrees (float)
  4551. */
  4552. degrees(): number;
  4553. /**
  4554. * Get value in radians
  4555. * @returns the Angle value in radians (float)
  4556. */
  4557. radians(): number;
  4558. /**
  4559. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4560. * @param a defines first vector
  4561. * @param b defines second vector
  4562. * @returns a new Angle
  4563. */
  4564. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4565. /**
  4566. * Gets a new Angle object from the given float in radians
  4567. * @param radians defines the angle value in radians
  4568. * @returns a new Angle
  4569. */
  4570. static FromRadians(radians: number): Angle;
  4571. /**
  4572. * Gets a new Angle object from the given float in degrees
  4573. * @param degrees defines the angle value in degrees
  4574. * @returns a new Angle
  4575. */
  4576. static FromDegrees(degrees: number): Angle;
  4577. }
  4578. /**
  4579. * This represents an arc in a 2d space.
  4580. */
  4581. export class Arc2 {
  4582. /** Defines the start point of the arc */
  4583. startPoint: Vector2;
  4584. /** Defines the mid point of the arc */
  4585. midPoint: Vector2;
  4586. /** Defines the end point of the arc */
  4587. endPoint: Vector2;
  4588. /**
  4589. * Defines the center point of the arc.
  4590. */
  4591. centerPoint: Vector2;
  4592. /**
  4593. * Defines the radius of the arc.
  4594. */
  4595. radius: number;
  4596. /**
  4597. * Defines the angle of the arc (from mid point to end point).
  4598. */
  4599. angle: Angle;
  4600. /**
  4601. * Defines the start angle of the arc (from start point to middle point).
  4602. */
  4603. startAngle: Angle;
  4604. /**
  4605. * Defines the orientation of the arc (clock wise/counter clock wise).
  4606. */
  4607. orientation: Orientation;
  4608. /**
  4609. * Creates an Arc object from the three given points : start, middle and end.
  4610. * @param startPoint Defines the start point of the arc
  4611. * @param midPoint Defines the midlle point of the arc
  4612. * @param endPoint Defines the end point of the arc
  4613. */
  4614. constructor(
  4615. /** Defines the start point of the arc */
  4616. startPoint: Vector2,
  4617. /** Defines the mid point of the arc */
  4618. midPoint: Vector2,
  4619. /** Defines the end point of the arc */
  4620. endPoint: Vector2);
  4621. }
  4622. /**
  4623. * Represents a 2D path made up of multiple 2D points
  4624. */
  4625. export class Path2 {
  4626. private _points;
  4627. private _length;
  4628. /**
  4629. * If the path start and end point are the same
  4630. */
  4631. closed: boolean;
  4632. /**
  4633. * Creates a Path2 object from the starting 2D coordinates x and y.
  4634. * @param x the starting points x value
  4635. * @param y the starting points y value
  4636. */
  4637. constructor(x: number, y: number);
  4638. /**
  4639. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4640. * @param x the added points x value
  4641. * @param y the added points y value
  4642. * @returns the updated Path2.
  4643. */
  4644. addLineTo(x: number, y: number): Path2;
  4645. /**
  4646. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4647. * @param midX middle point x value
  4648. * @param midY middle point y value
  4649. * @param endX end point x value
  4650. * @param endY end point y value
  4651. * @param numberOfSegments (default: 36)
  4652. * @returns the updated Path2.
  4653. */
  4654. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4655. /**
  4656. * Closes the Path2.
  4657. * @returns the Path2.
  4658. */
  4659. close(): Path2;
  4660. /**
  4661. * Gets the sum of the distance between each sequential point in the path
  4662. * @returns the Path2 total length (float).
  4663. */
  4664. length(): number;
  4665. /**
  4666. * Gets the points which construct the path
  4667. * @returns the Path2 internal array of points.
  4668. */
  4669. getPoints(): Vector2[];
  4670. /**
  4671. * Retreives the point at the distance aways from the starting point
  4672. * @param normalizedLengthPosition the length along the path to retreive the point from
  4673. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4674. */
  4675. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4676. /**
  4677. * Creates a new path starting from an x and y position
  4678. * @param x starting x value
  4679. * @param y starting y value
  4680. * @returns a new Path2 starting at the coordinates (x, y).
  4681. */
  4682. static StartingAt(x: number, y: number): Path2;
  4683. }
  4684. /**
  4685. * Represents a 3D path made up of multiple 3D points
  4686. */
  4687. export class Path3D {
  4688. /**
  4689. * an array of Vector3, the curve axis of the Path3D
  4690. */
  4691. path: Vector3[];
  4692. private _curve;
  4693. private _distances;
  4694. private _tangents;
  4695. private _normals;
  4696. private _binormals;
  4697. private _raw;
  4698. /**
  4699. * new Path3D(path, normal, raw)
  4700. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4701. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4702. * @param path an array of Vector3, the curve axis of the Path3D
  4703. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4704. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4705. */
  4706. constructor(
  4707. /**
  4708. * an array of Vector3, the curve axis of the Path3D
  4709. */
  4710. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4711. /**
  4712. * Returns the Path3D array of successive Vector3 designing its curve.
  4713. * @returns the Path3D array of successive Vector3 designing its curve.
  4714. */
  4715. getCurve(): Vector3[];
  4716. /**
  4717. * Returns an array populated with tangent vectors on each Path3D curve point.
  4718. * @returns an array populated with tangent vectors on each Path3D curve point.
  4719. */
  4720. getTangents(): Vector3[];
  4721. /**
  4722. * Returns an array populated with normal vectors on each Path3D curve point.
  4723. * @returns an array populated with normal vectors on each Path3D curve point.
  4724. */
  4725. getNormals(): Vector3[];
  4726. /**
  4727. * Returns an array populated with binormal vectors on each Path3D curve point.
  4728. * @returns an array populated with binormal vectors on each Path3D curve point.
  4729. */
  4730. getBinormals(): Vector3[];
  4731. /**
  4732. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4733. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4734. */
  4735. getDistances(): number[];
  4736. /**
  4737. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4738. * @param path path which all values are copied into the curves points
  4739. * @param firstNormal which should be projected onto the curve
  4740. * @returns the same object updated.
  4741. */
  4742. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4743. private _compute;
  4744. private _getFirstNonNullVector;
  4745. private _getLastNonNullVector;
  4746. private _normalVector;
  4747. }
  4748. /**
  4749. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4750. * A Curve3 is designed from a series of successive Vector3.
  4751. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4752. */
  4753. export class Curve3 {
  4754. private _points;
  4755. private _length;
  4756. /**
  4757. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4758. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4759. * @param v1 (Vector3) the control point
  4760. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4761. * @param nbPoints (integer) the wanted number of points in the curve
  4762. * @returns the created Curve3
  4763. */
  4764. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4765. /**
  4766. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4767. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4768. * @param v1 (Vector3) the first control point
  4769. * @param v2 (Vector3) the second control point
  4770. * @param v3 (Vector3) the end point of the Cubic Bezier
  4771. * @param nbPoints (integer) the wanted number of points in the curve
  4772. * @returns the created Curve3
  4773. */
  4774. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4775. /**
  4776. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4777. * @param p1 (Vector3) the origin point of the Hermite Spline
  4778. * @param t1 (Vector3) the tangent vector at the origin point
  4779. * @param p2 (Vector3) the end point of the Hermite Spline
  4780. * @param t2 (Vector3) the tangent vector at the end point
  4781. * @param nbPoints (integer) the wanted number of points in the curve
  4782. * @returns the created Curve3
  4783. */
  4784. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4785. /**
  4786. * Returns a Curve3 object along a CatmullRom Spline curve :
  4787. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4788. * @param nbPoints (integer) the wanted number of points between each curve control points
  4789. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4790. * @returns the created Curve3
  4791. */
  4792. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4793. /**
  4794. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4795. * A Curve3 is designed from a series of successive Vector3.
  4796. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4797. * @param points points which make up the curve
  4798. */
  4799. constructor(points: Vector3[]);
  4800. /**
  4801. * @returns the Curve3 stored array of successive Vector3
  4802. */
  4803. getPoints(): Vector3[];
  4804. /**
  4805. * @returns the computed length (float) of the curve.
  4806. */
  4807. length(): number;
  4808. /**
  4809. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4810. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4811. * curveA and curveB keep unchanged.
  4812. * @param curve the curve to continue from this curve
  4813. * @returns the newly constructed curve
  4814. */
  4815. continue(curve: DeepImmutable<Curve3>): Curve3;
  4816. private _computeLength;
  4817. }
  4818. }
  4819. declare module BABYLON {
  4820. /**
  4821. * This represents the main contract an easing function should follow.
  4822. * Easing functions are used throughout the animation system.
  4823. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4824. */
  4825. export interface IEasingFunction {
  4826. /**
  4827. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4828. * of the easing function.
  4829. * The link below provides some of the most common examples of easing functions.
  4830. * @see https://easings.net/
  4831. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4832. * @returns the corresponding value on the curve defined by the easing function
  4833. */
  4834. ease(gradient: number): number;
  4835. }
  4836. /**
  4837. * Base class used for every default easing function.
  4838. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4839. */
  4840. export class EasingFunction implements IEasingFunction {
  4841. /**
  4842. * Interpolation follows the mathematical formula associated with the easing function.
  4843. */
  4844. static readonly EASINGMODE_EASEIN: number;
  4845. /**
  4846. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4847. */
  4848. static readonly EASINGMODE_EASEOUT: number;
  4849. /**
  4850. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4851. */
  4852. static readonly EASINGMODE_EASEINOUT: number;
  4853. private _easingMode;
  4854. /**
  4855. * Sets the easing mode of the current function.
  4856. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4857. */
  4858. setEasingMode(easingMode: number): void;
  4859. /**
  4860. * Gets the current easing mode.
  4861. * @returns the easing mode
  4862. */
  4863. getEasingMode(): number;
  4864. /**
  4865. * @hidden
  4866. */
  4867. easeInCore(gradient: number): number;
  4868. /**
  4869. * Given an input gradient between 0 and 1, this returns the corresponding value
  4870. * of the easing function.
  4871. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4872. * @returns the corresponding value on the curve defined by the easing function
  4873. */
  4874. ease(gradient: number): number;
  4875. }
  4876. /**
  4877. * Easing function with a circle shape (see link below).
  4878. * @see https://easings.net/#easeInCirc
  4879. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4880. */
  4881. export class CircleEase extends EasingFunction implements IEasingFunction {
  4882. /** @hidden */
  4883. easeInCore(gradient: number): number;
  4884. }
  4885. /**
  4886. * Easing function with a ease back shape (see link below).
  4887. * @see https://easings.net/#easeInBack
  4888. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4889. */
  4890. export class BackEase extends EasingFunction implements IEasingFunction {
  4891. /** Defines the amplitude of the function */
  4892. amplitude: number;
  4893. /**
  4894. * Instantiates a back ease easing
  4895. * @see https://easings.net/#easeInBack
  4896. * @param amplitude Defines the amplitude of the function
  4897. */
  4898. constructor(
  4899. /** Defines the amplitude of the function */
  4900. amplitude?: number);
  4901. /** @hidden */
  4902. easeInCore(gradient: number): number;
  4903. }
  4904. /**
  4905. * Easing function with a bouncing shape (see link below).
  4906. * @see https://easings.net/#easeInBounce
  4907. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4908. */
  4909. export class BounceEase extends EasingFunction implements IEasingFunction {
  4910. /** Defines the number of bounces */
  4911. bounces: number;
  4912. /** Defines the amplitude of the bounce */
  4913. bounciness: number;
  4914. /**
  4915. * Instantiates a bounce easing
  4916. * @see https://easings.net/#easeInBounce
  4917. * @param bounces Defines the number of bounces
  4918. * @param bounciness Defines the amplitude of the bounce
  4919. */
  4920. constructor(
  4921. /** Defines the number of bounces */
  4922. bounces?: number,
  4923. /** Defines the amplitude of the bounce */
  4924. bounciness?: number);
  4925. /** @hidden */
  4926. easeInCore(gradient: number): number;
  4927. }
  4928. /**
  4929. * Easing function with a power of 3 shape (see link below).
  4930. * @see https://easings.net/#easeInCubic
  4931. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4932. */
  4933. export class CubicEase extends EasingFunction implements IEasingFunction {
  4934. /** @hidden */
  4935. easeInCore(gradient: number): number;
  4936. }
  4937. /**
  4938. * Easing function with an elastic shape (see link below).
  4939. * @see https://easings.net/#easeInElastic
  4940. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4941. */
  4942. export class ElasticEase extends EasingFunction implements IEasingFunction {
  4943. /** Defines the number of oscillations*/
  4944. oscillations: number;
  4945. /** Defines the amplitude of the oscillations*/
  4946. springiness: number;
  4947. /**
  4948. * Instantiates an elastic easing function
  4949. * @see https://easings.net/#easeInElastic
  4950. * @param oscillations Defines the number of oscillations
  4951. * @param springiness Defines the amplitude of the oscillations
  4952. */
  4953. constructor(
  4954. /** Defines the number of oscillations*/
  4955. oscillations?: number,
  4956. /** Defines the amplitude of the oscillations*/
  4957. springiness?: number);
  4958. /** @hidden */
  4959. easeInCore(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with an exponential shape (see link below).
  4963. * @see https://easings.net/#easeInExpo
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  4967. /** Defines the exponent of the function */
  4968. exponent: number;
  4969. /**
  4970. * Instantiates an exponential easing function
  4971. * @see https://easings.net/#easeInExpo
  4972. * @param exponent Defines the exponent of the function
  4973. */
  4974. constructor(
  4975. /** Defines the exponent of the function */
  4976. exponent?: number);
  4977. /** @hidden */
  4978. easeInCore(gradient: number): number;
  4979. }
  4980. /**
  4981. * Easing function with a power shape (see link below).
  4982. * @see https://easings.net/#easeInQuad
  4983. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4984. */
  4985. export class PowerEase extends EasingFunction implements IEasingFunction {
  4986. /** Defines the power of the function */
  4987. power: number;
  4988. /**
  4989. * Instantiates an power base easing function
  4990. * @see https://easings.net/#easeInQuad
  4991. * @param power Defines the power of the function
  4992. */
  4993. constructor(
  4994. /** Defines the power of the function */
  4995. power?: number);
  4996. /** @hidden */
  4997. easeInCore(gradient: number): number;
  4998. }
  4999. /**
  5000. * Easing function with a power of 2 shape (see link below).
  5001. * @see https://easings.net/#easeInQuad
  5002. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5003. */
  5004. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5005. /** @hidden */
  5006. easeInCore(gradient: number): number;
  5007. }
  5008. /**
  5009. * Easing function with a power of 4 shape (see link below).
  5010. * @see https://easings.net/#easeInQuart
  5011. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5012. */
  5013. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5014. /** @hidden */
  5015. easeInCore(gradient: number): number;
  5016. }
  5017. /**
  5018. * Easing function with a power of 5 shape (see link below).
  5019. * @see https://easings.net/#easeInQuint
  5020. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5021. */
  5022. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5023. /** @hidden */
  5024. easeInCore(gradient: number): number;
  5025. }
  5026. /**
  5027. * Easing function with a sin shape (see link below).
  5028. * @see https://easings.net/#easeInSine
  5029. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5030. */
  5031. export class SineEase extends EasingFunction implements IEasingFunction {
  5032. /** @hidden */
  5033. easeInCore(gradient: number): number;
  5034. }
  5035. /**
  5036. * Easing function with a bezier shape (see link below).
  5037. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5038. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5039. */
  5040. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5041. /** Defines the x component of the start tangent in the bezier curve */
  5042. x1: number;
  5043. /** Defines the y component of the start tangent in the bezier curve */
  5044. y1: number;
  5045. /** Defines the x component of the end tangent in the bezier curve */
  5046. x2: number;
  5047. /** Defines the y component of the end tangent in the bezier curve */
  5048. y2: number;
  5049. /**
  5050. * Instantiates a bezier function
  5051. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5052. * @param x1 Defines the x component of the start tangent in the bezier curve
  5053. * @param y1 Defines the y component of the start tangent in the bezier curve
  5054. * @param x2 Defines the x component of the end tangent in the bezier curve
  5055. * @param y2 Defines the y component of the end tangent in the bezier curve
  5056. */
  5057. constructor(
  5058. /** Defines the x component of the start tangent in the bezier curve */
  5059. x1?: number,
  5060. /** Defines the y component of the start tangent in the bezier curve */
  5061. y1?: number,
  5062. /** Defines the x component of the end tangent in the bezier curve */
  5063. x2?: number,
  5064. /** Defines the y component of the end tangent in the bezier curve */
  5065. y2?: number);
  5066. /** @hidden */
  5067. easeInCore(gradient: number): number;
  5068. }
  5069. }
  5070. declare module BABYLON {
  5071. /**
  5072. * Class used to hold a RBG color
  5073. */
  5074. export class Color3 {
  5075. /**
  5076. * Defines the red component (between 0 and 1, default is 0)
  5077. */
  5078. r: number;
  5079. /**
  5080. * Defines the green component (between 0 and 1, default is 0)
  5081. */
  5082. g: number;
  5083. /**
  5084. * Defines the blue component (between 0 and 1, default is 0)
  5085. */
  5086. b: number;
  5087. /**
  5088. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5089. * @param r defines the red component (between 0 and 1, default is 0)
  5090. * @param g defines the green component (between 0 and 1, default is 0)
  5091. * @param b defines the blue component (between 0 and 1, default is 0)
  5092. */
  5093. constructor(
  5094. /**
  5095. * Defines the red component (between 0 and 1, default is 0)
  5096. */
  5097. r?: number,
  5098. /**
  5099. * Defines the green component (between 0 and 1, default is 0)
  5100. */
  5101. g?: number,
  5102. /**
  5103. * Defines the blue component (between 0 and 1, default is 0)
  5104. */
  5105. b?: number);
  5106. /**
  5107. * Creates a string with the Color3 current values
  5108. * @returns the string representation of the Color3 object
  5109. */
  5110. toString(): string;
  5111. /**
  5112. * Returns the string "Color3"
  5113. * @returns "Color3"
  5114. */
  5115. getClassName(): string;
  5116. /**
  5117. * Compute the Color3 hash code
  5118. * @returns an unique number that can be used to hash Color3 objects
  5119. */
  5120. getHashCode(): number;
  5121. /**
  5122. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5123. * @param array defines the array where to store the r,g,b components
  5124. * @param index defines an optional index in the target array to define where to start storing values
  5125. * @returns the current Color3 object
  5126. */
  5127. toArray(array: FloatArray, index?: number): Color3;
  5128. /**
  5129. * Returns a new Color4 object from the current Color3 and the given alpha
  5130. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5131. * @returns a new Color4 object
  5132. */
  5133. toColor4(alpha?: number): Color4;
  5134. /**
  5135. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5136. * @returns the new array
  5137. */
  5138. asArray(): number[];
  5139. /**
  5140. * Returns the luminance value
  5141. * @returns a float value
  5142. */
  5143. toLuminance(): number;
  5144. /**
  5145. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5146. * @param otherColor defines the second operand
  5147. * @returns the new Color3 object
  5148. */
  5149. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5150. /**
  5151. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5152. * @param otherColor defines the second operand
  5153. * @param result defines the Color3 object where to store the result
  5154. * @returns the current Color3
  5155. */
  5156. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5157. /**
  5158. * Determines equality between Color3 objects
  5159. * @param otherColor defines the second operand
  5160. * @returns true if the rgb values are equal to the given ones
  5161. */
  5162. equals(otherColor: DeepImmutable<Color3>): boolean;
  5163. /**
  5164. * Determines equality between the current Color3 object and a set of r,b,g values
  5165. * @param r defines the red component to check
  5166. * @param g defines the green component to check
  5167. * @param b defines the blue component to check
  5168. * @returns true if the rgb values are equal to the given ones
  5169. */
  5170. equalsFloats(r: number, g: number, b: number): boolean;
  5171. /**
  5172. * Multiplies in place each rgb value by scale
  5173. * @param scale defines the scaling factor
  5174. * @returns the updated Color3
  5175. */
  5176. scale(scale: number): Color3;
  5177. /**
  5178. * Multiplies the rgb values by scale and stores the result into "result"
  5179. * @param scale defines the scaling factor
  5180. * @param result defines the Color3 object where to store the result
  5181. * @returns the unmodified current Color3
  5182. */
  5183. scaleToRef(scale: number, result: Color3): Color3;
  5184. /**
  5185. * Scale the current Color3 values by a factor and add the result to a given Color3
  5186. * @param scale defines the scale factor
  5187. * @param result defines color to store the result into
  5188. * @returns the unmodified current Color3
  5189. */
  5190. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5191. /**
  5192. * Clamps the rgb values by the min and max values and stores the result into "result"
  5193. * @param min defines minimum clamping value (default is 0)
  5194. * @param max defines maximum clamping value (default is 1)
  5195. * @param result defines color to store the result into
  5196. * @returns the original Color3
  5197. */
  5198. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5199. /**
  5200. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5201. * @param otherColor defines the second operand
  5202. * @returns the new Color3
  5203. */
  5204. add(otherColor: DeepImmutable<Color3>): Color3;
  5205. /**
  5206. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5207. * @param otherColor defines the second operand
  5208. * @param result defines Color3 object to store the result into
  5209. * @returns the unmodified current Color3
  5210. */
  5211. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5212. /**
  5213. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5214. * @param otherColor defines the second operand
  5215. * @returns the new Color3
  5216. */
  5217. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5218. /**
  5219. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5220. * @param otherColor defines the second operand
  5221. * @param result defines Color3 object to store the result into
  5222. * @returns the unmodified current Color3
  5223. */
  5224. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5225. /**
  5226. * Copy the current object
  5227. * @returns a new Color3 copied the current one
  5228. */
  5229. clone(): Color3;
  5230. /**
  5231. * Copies the rgb values from the source in the current Color3
  5232. * @param source defines the source Color3 object
  5233. * @returns the updated Color3 object
  5234. */
  5235. copyFrom(source: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Updates the Color3 rgb values from the given floats
  5238. * @param r defines the red component to read from
  5239. * @param g defines the green component to read from
  5240. * @param b defines the blue component to read from
  5241. * @returns the current Color3 object
  5242. */
  5243. copyFromFloats(r: number, g: number, b: number): Color3;
  5244. /**
  5245. * Updates the Color3 rgb values from the given floats
  5246. * @param r defines the red component to read from
  5247. * @param g defines the green component to read from
  5248. * @param b defines the blue component to read from
  5249. * @returns the current Color3 object
  5250. */
  5251. set(r: number, g: number, b: number): Color3;
  5252. /**
  5253. * Compute the Color3 hexadecimal code as a string
  5254. * @returns a string containing the hexadecimal representation of the Color3 object
  5255. */
  5256. toHexString(): string;
  5257. /**
  5258. * Computes a new Color3 converted from the current one to linear space
  5259. * @returns a new Color3 object
  5260. */
  5261. toLinearSpace(): Color3;
  5262. /**
  5263. * Converts current color in rgb space to HSV values
  5264. * @returns a new color3 representing the HSV values
  5265. */
  5266. toHSV(): Color3;
  5267. /**
  5268. * Converts current color in rgb space to HSV values
  5269. * @param result defines the Color3 where to store the HSV values
  5270. */
  5271. toHSVToRef(result: Color3): void;
  5272. /**
  5273. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5274. * @param convertedColor defines the Color3 object where to store the linear space version
  5275. * @returns the unmodified Color3
  5276. */
  5277. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5278. /**
  5279. * Computes a new Color3 converted from the current one to gamma space
  5280. * @returns a new Color3 object
  5281. */
  5282. toGammaSpace(): Color3;
  5283. /**
  5284. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5285. * @param convertedColor defines the Color3 object where to store the gamma space version
  5286. * @returns the unmodified Color3
  5287. */
  5288. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5289. private static _BlackReadOnly;
  5290. /**
  5291. * Convert Hue, saturation and value to a Color3 (RGB)
  5292. * @param hue defines the hue
  5293. * @param saturation defines the saturation
  5294. * @param value defines the value
  5295. * @param result defines the Color3 where to store the RGB values
  5296. */
  5297. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5298. /**
  5299. * Creates a new Color3 from the string containing valid hexadecimal values
  5300. * @param hex defines a string containing valid hexadecimal values
  5301. * @returns a new Color3 object
  5302. */
  5303. static FromHexString(hex: string): Color3;
  5304. /**
  5305. * Creates a new Color3 from the starting index of the given array
  5306. * @param array defines the source array
  5307. * @param offset defines an offset in the source array
  5308. * @returns a new Color3 object
  5309. */
  5310. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5311. /**
  5312. * Creates a new Color3 from integer values (< 256)
  5313. * @param r defines the red component to read from (value between 0 and 255)
  5314. * @param g defines the green component to read from (value between 0 and 255)
  5315. * @param b defines the blue component to read from (value between 0 and 255)
  5316. * @returns a new Color3 object
  5317. */
  5318. static FromInts(r: number, g: number, b: number): Color3;
  5319. /**
  5320. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5321. * @param start defines the start Color3 value
  5322. * @param end defines the end Color3 value
  5323. * @param amount defines the gradient value between start and end
  5324. * @returns a new Color3 object
  5325. */
  5326. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5327. /**
  5328. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5329. * @param left defines the start value
  5330. * @param right defines the end value
  5331. * @param amount defines the gradient factor
  5332. * @param result defines the Color3 object where to store the result
  5333. */
  5334. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5335. /**
  5336. * Returns a Color3 value containing a red color
  5337. * @returns a new Color3 object
  5338. */
  5339. static Red(): Color3;
  5340. /**
  5341. * Returns a Color3 value containing a green color
  5342. * @returns a new Color3 object
  5343. */
  5344. static Green(): Color3;
  5345. /**
  5346. * Returns a Color3 value containing a blue color
  5347. * @returns a new Color3 object
  5348. */
  5349. static Blue(): Color3;
  5350. /**
  5351. * Returns a Color3 value containing a black color
  5352. * @returns a new Color3 object
  5353. */
  5354. static Black(): Color3;
  5355. /**
  5356. * Gets a Color3 value containing a black color that must not be updated
  5357. */
  5358. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5359. /**
  5360. * Returns a Color3 value containing a white color
  5361. * @returns a new Color3 object
  5362. */
  5363. static White(): Color3;
  5364. /**
  5365. * Returns a Color3 value containing a purple color
  5366. * @returns a new Color3 object
  5367. */
  5368. static Purple(): Color3;
  5369. /**
  5370. * Returns a Color3 value containing a magenta color
  5371. * @returns a new Color3 object
  5372. */
  5373. static Magenta(): Color3;
  5374. /**
  5375. * Returns a Color3 value containing a yellow color
  5376. * @returns a new Color3 object
  5377. */
  5378. static Yellow(): Color3;
  5379. /**
  5380. * Returns a Color3 value containing a gray color
  5381. * @returns a new Color3 object
  5382. */
  5383. static Gray(): Color3;
  5384. /**
  5385. * Returns a Color3 value containing a teal color
  5386. * @returns a new Color3 object
  5387. */
  5388. static Teal(): Color3;
  5389. /**
  5390. * Returns a Color3 value containing a random color
  5391. * @returns a new Color3 object
  5392. */
  5393. static Random(): Color3;
  5394. }
  5395. /**
  5396. * Class used to hold a RBGA color
  5397. */
  5398. export class Color4 {
  5399. /**
  5400. * Defines the red component (between 0 and 1, default is 0)
  5401. */
  5402. r: number;
  5403. /**
  5404. * Defines the green component (between 0 and 1, default is 0)
  5405. */
  5406. g: number;
  5407. /**
  5408. * Defines the blue component (between 0 and 1, default is 0)
  5409. */
  5410. b: number;
  5411. /**
  5412. * Defines the alpha component (between 0 and 1, default is 1)
  5413. */
  5414. a: number;
  5415. /**
  5416. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5417. * @param r defines the red component (between 0 and 1, default is 0)
  5418. * @param g defines the green component (between 0 and 1, default is 0)
  5419. * @param b defines the blue component (between 0 and 1, default is 0)
  5420. * @param a defines the alpha component (between 0 and 1, default is 1)
  5421. */
  5422. constructor(
  5423. /**
  5424. * Defines the red component (between 0 and 1, default is 0)
  5425. */
  5426. r?: number,
  5427. /**
  5428. * Defines the green component (between 0 and 1, default is 0)
  5429. */
  5430. g?: number,
  5431. /**
  5432. * Defines the blue component (between 0 and 1, default is 0)
  5433. */
  5434. b?: number,
  5435. /**
  5436. * Defines the alpha component (between 0 and 1, default is 1)
  5437. */
  5438. a?: number);
  5439. /**
  5440. * Adds in place the given Color4 values to the current Color4 object
  5441. * @param right defines the second operand
  5442. * @returns the current updated Color4 object
  5443. */
  5444. addInPlace(right: DeepImmutable<Color4>): Color4;
  5445. /**
  5446. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5447. * @returns the new array
  5448. */
  5449. asArray(): number[];
  5450. /**
  5451. * Stores from the starting index in the given array the Color4 successive values
  5452. * @param array defines the array where to store the r,g,b components
  5453. * @param index defines an optional index in the target array to define where to start storing values
  5454. * @returns the current Color4 object
  5455. */
  5456. toArray(array: number[], index?: number): Color4;
  5457. /**
  5458. * Determines equality between Color4 objects
  5459. * @param otherColor defines the second operand
  5460. * @returns true if the rgba values are equal to the given ones
  5461. */
  5462. equals(otherColor: DeepImmutable<Color4>): boolean;
  5463. /**
  5464. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5465. * @param right defines the second operand
  5466. * @returns a new Color4 object
  5467. */
  5468. add(right: DeepImmutable<Color4>): Color4;
  5469. /**
  5470. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5471. * @param right defines the second operand
  5472. * @returns a new Color4 object
  5473. */
  5474. subtract(right: DeepImmutable<Color4>): Color4;
  5475. /**
  5476. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5477. * @param right defines the second operand
  5478. * @param result defines the Color4 object where to store the result
  5479. * @returns the current Color4 object
  5480. */
  5481. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5482. /**
  5483. * Creates a new Color4 with the current Color4 values multiplied by scale
  5484. * @param scale defines the scaling factor to apply
  5485. * @returns a new Color4 object
  5486. */
  5487. scale(scale: number): Color4;
  5488. /**
  5489. * Multiplies the current Color4 values by scale and stores the result in "result"
  5490. * @param scale defines the scaling factor to apply
  5491. * @param result defines the Color4 object where to store the result
  5492. * @returns the current unmodified Color4
  5493. */
  5494. scaleToRef(scale: number, result: Color4): Color4;
  5495. /**
  5496. * Scale the current Color4 values by a factor and add the result to a given Color4
  5497. * @param scale defines the scale factor
  5498. * @param result defines the Color4 object where to store the result
  5499. * @returns the unmodified current Color4
  5500. */
  5501. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5502. /**
  5503. * Clamps the rgb values by the min and max values and stores the result into "result"
  5504. * @param min defines minimum clamping value (default is 0)
  5505. * @param max defines maximum clamping value (default is 1)
  5506. * @param result defines color to store the result into.
  5507. * @returns the cuurent Color4
  5508. */
  5509. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5510. /**
  5511. * Multipy an Color4 value by another and return a new Color4 object
  5512. * @param color defines the Color4 value to multiply by
  5513. * @returns a new Color4 object
  5514. */
  5515. multiply(color: Color4): Color4;
  5516. /**
  5517. * Multipy a Color4 value by another and push the result in a reference value
  5518. * @param color defines the Color4 value to multiply by
  5519. * @param result defines the Color4 to fill the result in
  5520. * @returns the result Color4
  5521. */
  5522. multiplyToRef(color: Color4, result: Color4): Color4;
  5523. /**
  5524. * Creates a string with the Color4 current values
  5525. * @returns the string representation of the Color4 object
  5526. */
  5527. toString(): string;
  5528. /**
  5529. * Returns the string "Color4"
  5530. * @returns "Color4"
  5531. */
  5532. getClassName(): string;
  5533. /**
  5534. * Compute the Color4 hash code
  5535. * @returns an unique number that can be used to hash Color4 objects
  5536. */
  5537. getHashCode(): number;
  5538. /**
  5539. * Creates a new Color4 copied from the current one
  5540. * @returns a new Color4 object
  5541. */
  5542. clone(): Color4;
  5543. /**
  5544. * Copies the given Color4 values into the current one
  5545. * @param source defines the source Color4 object
  5546. * @returns the current updated Color4 object
  5547. */
  5548. copyFrom(source: Color4): Color4;
  5549. /**
  5550. * Copies the given float values into the current one
  5551. * @param r defines the red component to read from
  5552. * @param g defines the green component to read from
  5553. * @param b defines the blue component to read from
  5554. * @param a defines the alpha component to read from
  5555. * @returns the current updated Color4 object
  5556. */
  5557. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5558. /**
  5559. * Copies the given float values into the current one
  5560. * @param r defines the red component to read from
  5561. * @param g defines the green component to read from
  5562. * @param b defines the blue component to read from
  5563. * @param a defines the alpha component to read from
  5564. * @returns the current updated Color4 object
  5565. */
  5566. set(r: number, g: number, b: number, a: number): Color4;
  5567. /**
  5568. * Compute the Color4 hexadecimal code as a string
  5569. * @returns a string containing the hexadecimal representation of the Color4 object
  5570. */
  5571. toHexString(): string;
  5572. /**
  5573. * Computes a new Color4 converted from the current one to linear space
  5574. * @returns a new Color4 object
  5575. */
  5576. toLinearSpace(): Color4;
  5577. /**
  5578. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5579. * @param convertedColor defines the Color4 object where to store the linear space version
  5580. * @returns the unmodified Color4
  5581. */
  5582. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5583. /**
  5584. * Computes a new Color4 converted from the current one to gamma space
  5585. * @returns a new Color4 object
  5586. */
  5587. toGammaSpace(): Color4;
  5588. /**
  5589. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5590. * @param convertedColor defines the Color4 object where to store the gamma space version
  5591. * @returns the unmodified Color4
  5592. */
  5593. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5594. /**
  5595. * Creates a new Color4 from the string containing valid hexadecimal values
  5596. * @param hex defines a string containing valid hexadecimal values
  5597. * @returns a new Color4 object
  5598. */
  5599. static FromHexString(hex: string): Color4;
  5600. /**
  5601. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5602. * @param left defines the start value
  5603. * @param right defines the end value
  5604. * @param amount defines the gradient factor
  5605. * @returns a new Color4 object
  5606. */
  5607. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5608. /**
  5609. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5610. * @param left defines the start value
  5611. * @param right defines the end value
  5612. * @param amount defines the gradient factor
  5613. * @param result defines the Color4 object where to store data
  5614. */
  5615. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5616. /**
  5617. * Creates a new Color4 from a Color3 and an alpha value
  5618. * @param color3 defines the source Color3 to read from
  5619. * @param alpha defines the alpha component (1.0 by default)
  5620. * @returns a new Color4 object
  5621. */
  5622. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5623. /**
  5624. * Creates a new Color4 from the starting index element of the given array
  5625. * @param array defines the source array to read from
  5626. * @param offset defines the offset in the source array
  5627. * @returns a new Color4 object
  5628. */
  5629. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5630. /**
  5631. * Creates a new Color3 from integer values (< 256)
  5632. * @param r defines the red component to read from (value between 0 and 255)
  5633. * @param g defines the green component to read from (value between 0 and 255)
  5634. * @param b defines the blue component to read from (value between 0 and 255)
  5635. * @param a defines the alpha component to read from (value between 0 and 255)
  5636. * @returns a new Color3 object
  5637. */
  5638. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5639. /**
  5640. * Check the content of a given array and convert it to an array containing RGBA data
  5641. * If the original array was already containing count * 4 values then it is returned directly
  5642. * @param colors defines the array to check
  5643. * @param count defines the number of RGBA data to expect
  5644. * @returns an array containing count * 4 values (RGBA)
  5645. */
  5646. static CheckColors4(colors: number[], count: number): number[];
  5647. }
  5648. /**
  5649. * @hidden
  5650. */
  5651. export class TmpColors {
  5652. static Color3: Color3[];
  5653. static Color4: Color4[];
  5654. }
  5655. }
  5656. declare module BABYLON {
  5657. /**
  5658. * Defines an interface which represents an animation key frame
  5659. */
  5660. export interface IAnimationKey {
  5661. /**
  5662. * Frame of the key frame
  5663. */
  5664. frame: number;
  5665. /**
  5666. * Value at the specifies key frame
  5667. */
  5668. value: any;
  5669. /**
  5670. * The input tangent for the cubic hermite spline
  5671. */
  5672. inTangent?: any;
  5673. /**
  5674. * The output tangent for the cubic hermite spline
  5675. */
  5676. outTangent?: any;
  5677. /**
  5678. * The animation interpolation type
  5679. */
  5680. interpolation?: AnimationKeyInterpolation;
  5681. }
  5682. /**
  5683. * Enum for the animation key frame interpolation type
  5684. */
  5685. export enum AnimationKeyInterpolation {
  5686. /**
  5687. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5688. */
  5689. STEP = 1
  5690. }
  5691. }
  5692. declare module BABYLON {
  5693. /**
  5694. * Represents the range of an animation
  5695. */
  5696. export class AnimationRange {
  5697. /**The name of the animation range**/
  5698. name: string;
  5699. /**The starting frame of the animation */
  5700. from: number;
  5701. /**The ending frame of the animation*/
  5702. to: number;
  5703. /**
  5704. * Initializes the range of an animation
  5705. * @param name The name of the animation range
  5706. * @param from The starting frame of the animation
  5707. * @param to The ending frame of the animation
  5708. */
  5709. constructor(
  5710. /**The name of the animation range**/
  5711. name: string,
  5712. /**The starting frame of the animation */
  5713. from: number,
  5714. /**The ending frame of the animation*/
  5715. to: number);
  5716. /**
  5717. * Makes a copy of the animation range
  5718. * @returns A copy of the animation range
  5719. */
  5720. clone(): AnimationRange;
  5721. }
  5722. }
  5723. declare module BABYLON {
  5724. /**
  5725. * Composed of a frame, and an action function
  5726. */
  5727. export class AnimationEvent {
  5728. /** The frame for which the event is triggered **/
  5729. frame: number;
  5730. /** The event to perform when triggered **/
  5731. action: (currentFrame: number) => void;
  5732. /** Specifies if the event should be triggered only once**/
  5733. onlyOnce?: boolean | undefined;
  5734. /**
  5735. * Specifies if the animation event is done
  5736. */
  5737. isDone: boolean;
  5738. /**
  5739. * Initializes the animation event
  5740. * @param frame The frame for which the event is triggered
  5741. * @param action The event to perform when triggered
  5742. * @param onlyOnce Specifies if the event should be triggered only once
  5743. */
  5744. constructor(
  5745. /** The frame for which the event is triggered **/
  5746. frame: number,
  5747. /** The event to perform when triggered **/
  5748. action: (currentFrame: number) => void,
  5749. /** Specifies if the event should be triggered only once**/
  5750. onlyOnce?: boolean | undefined);
  5751. /** @hidden */
  5752. _clone(): AnimationEvent;
  5753. }
  5754. }
  5755. declare module BABYLON {
  5756. /**
  5757. * Interface used to define a behavior
  5758. */
  5759. export interface Behavior<T> {
  5760. /** gets or sets behavior's name */
  5761. name: string;
  5762. /**
  5763. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5764. */
  5765. init(): void;
  5766. /**
  5767. * Called when the behavior is attached to a target
  5768. * @param target defines the target where the behavior is attached to
  5769. */
  5770. attach(target: T): void;
  5771. /**
  5772. * Called when the behavior is detached from its target
  5773. */
  5774. detach(): void;
  5775. }
  5776. /**
  5777. * Interface implemented by classes supporting behaviors
  5778. */
  5779. export interface IBehaviorAware<T> {
  5780. /**
  5781. * Attach a behavior
  5782. * @param behavior defines the behavior to attach
  5783. * @returns the current host
  5784. */
  5785. addBehavior(behavior: Behavior<T>): T;
  5786. /**
  5787. * Remove a behavior from the current object
  5788. * @param behavior defines the behavior to detach
  5789. * @returns the current host
  5790. */
  5791. removeBehavior(behavior: Behavior<T>): T;
  5792. /**
  5793. * Gets a behavior using its name to search
  5794. * @param name defines the name to search
  5795. * @returns the behavior or null if not found
  5796. */
  5797. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5798. }
  5799. }
  5800. declare module BABYLON {
  5801. /**
  5802. * Defines an array and its length.
  5803. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5804. */
  5805. export interface ISmartArrayLike<T> {
  5806. /**
  5807. * The data of the array.
  5808. */
  5809. data: Array<T>;
  5810. /**
  5811. * The active length of the array.
  5812. */
  5813. length: number;
  5814. }
  5815. /**
  5816. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5817. */
  5818. export class SmartArray<T> implements ISmartArrayLike<T> {
  5819. /**
  5820. * The full set of data from the array.
  5821. */
  5822. data: Array<T>;
  5823. /**
  5824. * The active length of the array.
  5825. */
  5826. length: number;
  5827. protected _id: number;
  5828. /**
  5829. * Instantiates a Smart Array.
  5830. * @param capacity defines the default capacity of the array.
  5831. */
  5832. constructor(capacity: number);
  5833. /**
  5834. * Pushes a value at the end of the active data.
  5835. * @param value defines the object to push in the array.
  5836. */
  5837. push(value: T): void;
  5838. /**
  5839. * Iterates over the active data and apply the lambda to them.
  5840. * @param func defines the action to apply on each value.
  5841. */
  5842. forEach(func: (content: T) => void): void;
  5843. /**
  5844. * Sorts the full sets of data.
  5845. * @param compareFn defines the comparison function to apply.
  5846. */
  5847. sort(compareFn: (a: T, b: T) => number): void;
  5848. /**
  5849. * Resets the active data to an empty array.
  5850. */
  5851. reset(): void;
  5852. /**
  5853. * Releases all the data from the array as well as the array.
  5854. */
  5855. dispose(): void;
  5856. /**
  5857. * Concats the active data with a given array.
  5858. * @param array defines the data to concatenate with.
  5859. */
  5860. concat(array: any): void;
  5861. /**
  5862. * Returns the position of a value in the active data.
  5863. * @param value defines the value to find the index for
  5864. * @returns the index if found in the active data otherwise -1
  5865. */
  5866. indexOf(value: T): number;
  5867. /**
  5868. * Returns whether an element is part of the active data.
  5869. * @param value defines the value to look for
  5870. * @returns true if found in the active data otherwise false
  5871. */
  5872. contains(value: T): boolean;
  5873. private static _GlobalId;
  5874. }
  5875. /**
  5876. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5877. * The data in this array can only be present once
  5878. */
  5879. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5880. private _duplicateId;
  5881. /**
  5882. * Pushes a value at the end of the active data.
  5883. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5884. * @param value defines the object to push in the array.
  5885. */
  5886. push(value: T): void;
  5887. /**
  5888. * Pushes a value at the end of the active data.
  5889. * If the data is already present, it won t be added again
  5890. * @param value defines the object to push in the array.
  5891. * @returns true if added false if it was already present
  5892. */
  5893. pushNoDuplicate(value: T): boolean;
  5894. /**
  5895. * Resets the active data to an empty array.
  5896. */
  5897. reset(): void;
  5898. /**
  5899. * Concats the active data with a given array.
  5900. * This ensures no dupplicate will be present in the result.
  5901. * @param array defines the data to concatenate with.
  5902. */
  5903. concatWithNoDuplicate(array: any): void;
  5904. }
  5905. }
  5906. declare module BABYLON {
  5907. /**
  5908. * @ignore
  5909. * This is a list of all the different input types that are available in the application.
  5910. * Fo instance: ArcRotateCameraGamepadInput...
  5911. */
  5912. export var CameraInputTypes: {};
  5913. /**
  5914. * This is the contract to implement in order to create a new input class.
  5915. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  5916. */
  5917. export interface ICameraInput<TCamera extends Camera> {
  5918. /**
  5919. * Defines the camera the input is attached to.
  5920. */
  5921. camera: Nullable<TCamera>;
  5922. /**
  5923. * Gets the class name of the current intput.
  5924. * @returns the class name
  5925. */
  5926. getClassName(): string;
  5927. /**
  5928. * Get the friendly name associated with the input class.
  5929. * @returns the input friendly name
  5930. */
  5931. getSimpleName(): string;
  5932. /**
  5933. * Attach the input controls to a specific dom element to get the input from.
  5934. * @param element Defines the element the controls should be listened from
  5935. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  5936. */
  5937. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  5938. /**
  5939. * Detach the current controls from the specified dom element.
  5940. * @param element Defines the element to stop listening the inputs from
  5941. */
  5942. detachControl(element: Nullable<HTMLElement>): void;
  5943. /**
  5944. * Update the current camera state depending on the inputs that have been used this frame.
  5945. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  5946. */
  5947. checkInputs?: () => void;
  5948. }
  5949. /**
  5950. * Represents a map of input types to input instance or input index to input instance.
  5951. */
  5952. export interface CameraInputsMap<TCamera extends Camera> {
  5953. /**
  5954. * Accessor to the input by input type.
  5955. */
  5956. [name: string]: ICameraInput<TCamera>;
  5957. /**
  5958. * Accessor to the input by input index.
  5959. */
  5960. [idx: number]: ICameraInput<TCamera>;
  5961. }
  5962. /**
  5963. * This represents the input manager used within a camera.
  5964. * It helps dealing with all the different kind of input attached to a camera.
  5965. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  5966. */
  5967. export class CameraInputsManager<TCamera extends Camera> {
  5968. /**
  5969. * Defines the list of inputs attahed to the camera.
  5970. */
  5971. attached: CameraInputsMap<TCamera>;
  5972. /**
  5973. * Defines the dom element the camera is collecting inputs from.
  5974. * This is null if the controls have not been attached.
  5975. */
  5976. attachedElement: Nullable<HTMLElement>;
  5977. /**
  5978. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  5979. */
  5980. noPreventDefault: boolean;
  5981. /**
  5982. * Defined the camera the input manager belongs to.
  5983. */
  5984. camera: TCamera;
  5985. /**
  5986. * Update the current camera state depending on the inputs that have been used this frame.
  5987. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  5988. */
  5989. checkInputs: () => void;
  5990. /**
  5991. * Instantiate a new Camera Input Manager.
  5992. * @param camera Defines the camera the input manager blongs to
  5993. */
  5994. constructor(camera: TCamera);
  5995. /**
  5996. * Add an input method to a camera
  5997. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  5998. * @param input camera input method
  5999. */
  6000. add(input: ICameraInput<TCamera>): void;
  6001. /**
  6002. * Remove a specific input method from a camera
  6003. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6004. * @param inputToRemove camera input method
  6005. */
  6006. remove(inputToRemove: ICameraInput<TCamera>): void;
  6007. /**
  6008. * Remove a specific input type from a camera
  6009. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6010. * @param inputType the type of the input to remove
  6011. */
  6012. removeByType(inputType: string): void;
  6013. private _addCheckInputs;
  6014. /**
  6015. * Attach the input controls to the currently attached dom element to listen the events from.
  6016. * @param input Defines the input to attach
  6017. */
  6018. attachInput(input: ICameraInput<TCamera>): void;
  6019. /**
  6020. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6021. * @param element Defines the dom element to collect the events from
  6022. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6023. */
  6024. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6025. /**
  6026. * Detach the current manager inputs controls from a specific dom element.
  6027. * @param element Defines the dom element to collect the events from
  6028. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6029. */
  6030. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6031. /**
  6032. * Rebuild the dynamic inputCheck function from the current list of
  6033. * defined inputs in the manager.
  6034. */
  6035. rebuildInputCheck(): void;
  6036. /**
  6037. * Remove all attached input methods from a camera
  6038. */
  6039. clear(): void;
  6040. /**
  6041. * Serialize the current input manager attached to a camera.
  6042. * This ensures than once parsed,
  6043. * the input associated to the camera will be identical to the current ones
  6044. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6045. */
  6046. serialize(serializedCamera: any): void;
  6047. /**
  6048. * Parses an input manager serialized JSON to restore the previous list of inputs
  6049. * and states associated to a camera.
  6050. * @param parsedCamera Defines the JSON to parse
  6051. */
  6052. parse(parsedCamera: any): void;
  6053. }
  6054. }
  6055. declare module BABYLON {
  6056. /**
  6057. * Class used to store data that will be store in GPU memory
  6058. */
  6059. export class Buffer {
  6060. private _engine;
  6061. private _buffer;
  6062. /** @hidden */
  6063. _data: Nullable<DataArray>;
  6064. private _updatable;
  6065. private _instanced;
  6066. /**
  6067. * Gets the byte stride.
  6068. */
  6069. readonly byteStride: number;
  6070. /**
  6071. * Constructor
  6072. * @param engine the engine
  6073. * @param data the data to use for this buffer
  6074. * @param updatable whether the data is updatable
  6075. * @param stride the stride (optional)
  6076. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6077. * @param instanced whether the buffer is instanced (optional)
  6078. * @param useBytes set to true if the stride in in bytes (optional)
  6079. */
  6080. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  6081. /**
  6082. * Create a new VertexBuffer based on the current buffer
  6083. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6084. * @param offset defines offset in the buffer (0 by default)
  6085. * @param size defines the size in floats of attributes (position is 3 for instance)
  6086. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6087. * @param instanced defines if the vertex buffer contains indexed data
  6088. * @param useBytes defines if the offset and stride are in bytes
  6089. * @returns the new vertex buffer
  6090. */
  6091. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  6092. /**
  6093. * Gets a boolean indicating if the Buffer is updatable?
  6094. * @returns true if the buffer is updatable
  6095. */
  6096. isUpdatable(): boolean;
  6097. /**
  6098. * Gets current buffer's data
  6099. * @returns a DataArray or null
  6100. */
  6101. getData(): Nullable<DataArray>;
  6102. /**
  6103. * Gets underlying native buffer
  6104. * @returns underlying native buffer
  6105. */
  6106. getBuffer(): Nullable<DataBuffer>;
  6107. /**
  6108. * Gets the stride in float32 units (i.e. byte stride / 4).
  6109. * May not be an integer if the byte stride is not divisible by 4.
  6110. * DEPRECATED. Use byteStride instead.
  6111. * @returns the stride in float32 units
  6112. */
  6113. getStrideSize(): number;
  6114. /**
  6115. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6116. * @param data defines the data to store
  6117. */
  6118. create(data?: Nullable<DataArray>): void;
  6119. /** @hidden */
  6120. _rebuild(): void;
  6121. /**
  6122. * Update current buffer data
  6123. * @param data defines the data to store
  6124. */
  6125. update(data: DataArray): void;
  6126. /**
  6127. * Updates the data directly.
  6128. * @param data the new data
  6129. * @param offset the new offset
  6130. * @param vertexCount the vertex count (optional)
  6131. * @param useBytes set to true if the offset is in bytes
  6132. */
  6133. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6134. /**
  6135. * Release all resources
  6136. */
  6137. dispose(): void;
  6138. }
  6139. /**
  6140. * Specialized buffer used to store vertex data
  6141. */
  6142. export class VertexBuffer {
  6143. /** @hidden */
  6144. _buffer: Buffer;
  6145. private _kind;
  6146. private _size;
  6147. private _ownsBuffer;
  6148. private _instanced;
  6149. private _instanceDivisor;
  6150. /**
  6151. * The byte type.
  6152. */
  6153. static readonly BYTE: number;
  6154. /**
  6155. * The unsigned byte type.
  6156. */
  6157. static readonly UNSIGNED_BYTE: number;
  6158. /**
  6159. * The short type.
  6160. */
  6161. static readonly SHORT: number;
  6162. /**
  6163. * The unsigned short type.
  6164. */
  6165. static readonly UNSIGNED_SHORT: number;
  6166. /**
  6167. * The integer type.
  6168. */
  6169. static readonly INT: number;
  6170. /**
  6171. * The unsigned integer type.
  6172. */
  6173. static readonly UNSIGNED_INT: number;
  6174. /**
  6175. * The float type.
  6176. */
  6177. static readonly FLOAT: number;
  6178. /**
  6179. * Gets or sets the instance divisor when in instanced mode
  6180. */
  6181. instanceDivisor: number;
  6182. /**
  6183. * Gets the byte stride.
  6184. */
  6185. readonly byteStride: number;
  6186. /**
  6187. * Gets the byte offset.
  6188. */
  6189. readonly byteOffset: number;
  6190. /**
  6191. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6192. */
  6193. readonly normalized: boolean;
  6194. /**
  6195. * Gets the data type of each component in the array.
  6196. */
  6197. readonly type: number;
  6198. /**
  6199. * Constructor
  6200. * @param engine the engine
  6201. * @param data the data to use for this vertex buffer
  6202. * @param kind the vertex buffer kind
  6203. * @param updatable whether the data is updatable
  6204. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6205. * @param stride the stride (optional)
  6206. * @param instanced whether the buffer is instanced (optional)
  6207. * @param offset the offset of the data (optional)
  6208. * @param size the number of components (optional)
  6209. * @param type the type of the component (optional)
  6210. * @param normalized whether the data contains normalized data (optional)
  6211. * @param useBytes set to true if stride and offset are in bytes (optional)
  6212. */
  6213. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  6214. /** @hidden */
  6215. _rebuild(): void;
  6216. /**
  6217. * Returns the kind of the VertexBuffer (string)
  6218. * @returns a string
  6219. */
  6220. getKind(): string;
  6221. /**
  6222. * Gets a boolean indicating if the VertexBuffer is updatable?
  6223. * @returns true if the buffer is updatable
  6224. */
  6225. isUpdatable(): boolean;
  6226. /**
  6227. * Gets current buffer's data
  6228. * @returns a DataArray or null
  6229. */
  6230. getData(): Nullable<DataArray>;
  6231. /**
  6232. * Gets underlying native buffer
  6233. * @returns underlying native buffer
  6234. */
  6235. getBuffer(): Nullable<DataBuffer>;
  6236. /**
  6237. * Gets the stride in float32 units (i.e. byte stride / 4).
  6238. * May not be an integer if the byte stride is not divisible by 4.
  6239. * DEPRECATED. Use byteStride instead.
  6240. * @returns the stride in float32 units
  6241. */
  6242. getStrideSize(): number;
  6243. /**
  6244. * Returns the offset as a multiple of the type byte length.
  6245. * DEPRECATED. Use byteOffset instead.
  6246. * @returns the offset in bytes
  6247. */
  6248. getOffset(): number;
  6249. /**
  6250. * Returns the number of components per vertex attribute (integer)
  6251. * @returns the size in float
  6252. */
  6253. getSize(): number;
  6254. /**
  6255. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6256. * @returns true if this buffer is instanced
  6257. */
  6258. getIsInstanced(): boolean;
  6259. /**
  6260. * Returns the instancing divisor, zero for non-instanced (integer).
  6261. * @returns a number
  6262. */
  6263. getInstanceDivisor(): number;
  6264. /**
  6265. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6266. * @param data defines the data to store
  6267. */
  6268. create(data?: DataArray): void;
  6269. /**
  6270. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6271. * This function will create a new buffer if the current one is not updatable
  6272. * @param data defines the data to store
  6273. */
  6274. update(data: DataArray): void;
  6275. /**
  6276. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6277. * Returns the directly updated WebGLBuffer.
  6278. * @param data the new data
  6279. * @param offset the new offset
  6280. * @param useBytes set to true if the offset is in bytes
  6281. */
  6282. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6283. /**
  6284. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6285. */
  6286. dispose(): void;
  6287. /**
  6288. * Enumerates each value of this vertex buffer as numbers.
  6289. * @param count the number of values to enumerate
  6290. * @param callback the callback function called for each value
  6291. */
  6292. forEach(count: number, callback: (value: number, index: number) => void): void;
  6293. /**
  6294. * Positions
  6295. */
  6296. static readonly PositionKind: string;
  6297. /**
  6298. * Normals
  6299. */
  6300. static readonly NormalKind: string;
  6301. /**
  6302. * Tangents
  6303. */
  6304. static readonly TangentKind: string;
  6305. /**
  6306. * Texture coordinates
  6307. */
  6308. static readonly UVKind: string;
  6309. /**
  6310. * Texture coordinates 2
  6311. */
  6312. static readonly UV2Kind: string;
  6313. /**
  6314. * Texture coordinates 3
  6315. */
  6316. static readonly UV3Kind: string;
  6317. /**
  6318. * Texture coordinates 4
  6319. */
  6320. static readonly UV4Kind: string;
  6321. /**
  6322. * Texture coordinates 5
  6323. */
  6324. static readonly UV5Kind: string;
  6325. /**
  6326. * Texture coordinates 6
  6327. */
  6328. static readonly UV6Kind: string;
  6329. /**
  6330. * Colors
  6331. */
  6332. static readonly ColorKind: string;
  6333. /**
  6334. * Matrix indices (for bones)
  6335. */
  6336. static readonly MatricesIndicesKind: string;
  6337. /**
  6338. * Matrix weights (for bones)
  6339. */
  6340. static readonly MatricesWeightsKind: string;
  6341. /**
  6342. * Additional matrix indices (for bones)
  6343. */
  6344. static readonly MatricesIndicesExtraKind: string;
  6345. /**
  6346. * Additional matrix weights (for bones)
  6347. */
  6348. static readonly MatricesWeightsExtraKind: string;
  6349. /**
  6350. * Deduces the stride given a kind.
  6351. * @param kind The kind string to deduce
  6352. * @returns The deduced stride
  6353. */
  6354. static DeduceStride(kind: string): number;
  6355. /**
  6356. * Gets the byte length of the given type.
  6357. * @param type the type
  6358. * @returns the number of bytes
  6359. */
  6360. static GetTypeByteLength(type: number): number;
  6361. /**
  6362. * Enumerates each value of the given parameters as numbers.
  6363. * @param data the data to enumerate
  6364. * @param byteOffset the byte offset of the data
  6365. * @param byteStride the byte stride of the data
  6366. * @param componentCount the number of components per element
  6367. * @param componentType the type of the component
  6368. * @param count the number of values to enumerate
  6369. * @param normalized whether the data is normalized
  6370. * @param callback the callback function called for each value
  6371. */
  6372. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6373. private static _GetFloatValue;
  6374. }
  6375. }
  6376. declare module BABYLON {
  6377. /**
  6378. * @hidden
  6379. */
  6380. export class IntersectionInfo {
  6381. bu: Nullable<number>;
  6382. bv: Nullable<number>;
  6383. distance: number;
  6384. faceId: number;
  6385. subMeshId: number;
  6386. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6387. }
  6388. }
  6389. declare module BABYLON {
  6390. /**
  6391. * Represens a plane by the equation ax + by + cz + d = 0
  6392. */
  6393. export class Plane {
  6394. private static _TmpMatrix;
  6395. /**
  6396. * Normal of the plane (a,b,c)
  6397. */
  6398. normal: Vector3;
  6399. /**
  6400. * d component of the plane
  6401. */
  6402. d: number;
  6403. /**
  6404. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6405. * @param a a component of the plane
  6406. * @param b b component of the plane
  6407. * @param c c component of the plane
  6408. * @param d d component of the plane
  6409. */
  6410. constructor(a: number, b: number, c: number, d: number);
  6411. /**
  6412. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6413. */
  6414. asArray(): number[];
  6415. /**
  6416. * @returns a new plane copied from the current Plane.
  6417. */
  6418. clone(): Plane;
  6419. /**
  6420. * @returns the string "Plane".
  6421. */
  6422. getClassName(): string;
  6423. /**
  6424. * @returns the Plane hash code.
  6425. */
  6426. getHashCode(): number;
  6427. /**
  6428. * Normalize the current Plane in place.
  6429. * @returns the updated Plane.
  6430. */
  6431. normalize(): Plane;
  6432. /**
  6433. * Applies a transformation the plane and returns the result
  6434. * @param transformation the transformation matrix to be applied to the plane
  6435. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6436. */
  6437. transform(transformation: DeepImmutable<Matrix>): Plane;
  6438. /**
  6439. * Calcualtte the dot product between the point and the plane normal
  6440. * @param point point to calculate the dot product with
  6441. * @returns the dot product (float) of the point coordinates and the plane normal.
  6442. */
  6443. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6444. /**
  6445. * Updates the current Plane from the plane defined by the three given points.
  6446. * @param point1 one of the points used to contruct the plane
  6447. * @param point2 one of the points used to contruct the plane
  6448. * @param point3 one of the points used to contruct the plane
  6449. * @returns the updated Plane.
  6450. */
  6451. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6452. /**
  6453. * Checks if the plane is facing a given direction
  6454. * @param direction the direction to check if the plane is facing
  6455. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6456. * @returns True is the vector "direction" is the same side than the plane normal.
  6457. */
  6458. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6459. /**
  6460. * Calculates the distance to a point
  6461. * @param point point to calculate distance to
  6462. * @returns the signed distance (float) from the given point to the Plane.
  6463. */
  6464. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6465. /**
  6466. * Creates a plane from an array
  6467. * @param array the array to create a plane from
  6468. * @returns a new Plane from the given array.
  6469. */
  6470. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6471. /**
  6472. * Creates a plane from three points
  6473. * @param point1 point used to create the plane
  6474. * @param point2 point used to create the plane
  6475. * @param point3 point used to create the plane
  6476. * @returns a new Plane defined by the three given points.
  6477. */
  6478. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6479. /**
  6480. * Creates a plane from an origin point and a normal
  6481. * @param origin origin of the plane to be constructed
  6482. * @param normal normal of the plane to be constructed
  6483. * @returns a new Plane the normal vector to this plane at the given origin point.
  6484. * Note : the vector "normal" is updated because normalized.
  6485. */
  6486. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6487. /**
  6488. * Calculates the distance from a plane and a point
  6489. * @param origin origin of the plane to be constructed
  6490. * @param normal normal of the plane to be constructed
  6491. * @param point point to calculate distance to
  6492. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6493. */
  6494. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6495. }
  6496. }
  6497. declare module BABYLON {
  6498. /**
  6499. * Class used to store bounding sphere information
  6500. */
  6501. export class BoundingSphere {
  6502. /**
  6503. * Gets the center of the bounding sphere in local space
  6504. */
  6505. readonly center: Vector3;
  6506. /**
  6507. * Radius of the bounding sphere in local space
  6508. */
  6509. radius: number;
  6510. /**
  6511. * Gets the center of the bounding sphere in world space
  6512. */
  6513. readonly centerWorld: Vector3;
  6514. /**
  6515. * Radius of the bounding sphere in world space
  6516. */
  6517. radiusWorld: number;
  6518. /**
  6519. * Gets the minimum vector in local space
  6520. */
  6521. readonly minimum: Vector3;
  6522. /**
  6523. * Gets the maximum vector in local space
  6524. */
  6525. readonly maximum: Vector3;
  6526. private _worldMatrix;
  6527. private static readonly TmpVector3;
  6528. /**
  6529. * Creates a new bounding sphere
  6530. * @param min defines the minimum vector (in local space)
  6531. * @param max defines the maximum vector (in local space)
  6532. * @param worldMatrix defines the new world matrix
  6533. */
  6534. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6535. /**
  6536. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6537. * @param min defines the new minimum vector (in local space)
  6538. * @param max defines the new maximum vector (in local space)
  6539. * @param worldMatrix defines the new world matrix
  6540. */
  6541. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6542. /**
  6543. * Scale the current bounding sphere by applying a scale factor
  6544. * @param factor defines the scale factor to apply
  6545. * @returns the current bounding box
  6546. */
  6547. scale(factor: number): BoundingSphere;
  6548. /**
  6549. * Gets the world matrix of the bounding box
  6550. * @returns a matrix
  6551. */
  6552. getWorldMatrix(): DeepImmutable<Matrix>;
  6553. /** @hidden */
  6554. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6555. /**
  6556. * Tests if the bounding sphere is intersecting the frustum planes
  6557. * @param frustumPlanes defines the frustum planes to test
  6558. * @returns true if there is an intersection
  6559. */
  6560. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6561. /**
  6562. * Tests if the bounding sphere center is in between the frustum planes.
  6563. * Used for optimistic fast inclusion.
  6564. * @param frustumPlanes defines the frustum planes to test
  6565. * @returns true if the sphere center is in between the frustum planes
  6566. */
  6567. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6568. /**
  6569. * Tests if a point is inside the bounding sphere
  6570. * @param point defines the point to test
  6571. * @returns true if the point is inside the bounding sphere
  6572. */
  6573. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6574. /**
  6575. * Checks if two sphere intersct
  6576. * @param sphere0 sphere 0
  6577. * @param sphere1 sphere 1
  6578. * @returns true if the speres intersect
  6579. */
  6580. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6581. }
  6582. }
  6583. declare module BABYLON {
  6584. /**
  6585. * Class used to store bounding box information
  6586. */
  6587. export class BoundingBox implements ICullable {
  6588. /**
  6589. * Gets the 8 vectors representing the bounding box in local space
  6590. */
  6591. readonly vectors: Vector3[];
  6592. /**
  6593. * Gets the center of the bounding box in local space
  6594. */
  6595. readonly center: Vector3;
  6596. /**
  6597. * Gets the center of the bounding box in world space
  6598. */
  6599. readonly centerWorld: Vector3;
  6600. /**
  6601. * Gets the extend size in local space
  6602. */
  6603. readonly extendSize: Vector3;
  6604. /**
  6605. * Gets the extend size in world space
  6606. */
  6607. readonly extendSizeWorld: Vector3;
  6608. /**
  6609. * Gets the OBB (object bounding box) directions
  6610. */
  6611. readonly directions: Vector3[];
  6612. /**
  6613. * Gets the 8 vectors representing the bounding box in world space
  6614. */
  6615. readonly vectorsWorld: Vector3[];
  6616. /**
  6617. * Gets the minimum vector in world space
  6618. */
  6619. readonly minimumWorld: Vector3;
  6620. /**
  6621. * Gets the maximum vector in world space
  6622. */
  6623. readonly maximumWorld: Vector3;
  6624. /**
  6625. * Gets the minimum vector in local space
  6626. */
  6627. readonly minimum: Vector3;
  6628. /**
  6629. * Gets the maximum vector in local space
  6630. */
  6631. readonly maximum: Vector3;
  6632. private _worldMatrix;
  6633. private static readonly TmpVector3;
  6634. /**
  6635. * @hidden
  6636. */
  6637. _tag: number;
  6638. /**
  6639. * Creates a new bounding box
  6640. * @param min defines the minimum vector (in local space)
  6641. * @param max defines the maximum vector (in local space)
  6642. * @param worldMatrix defines the new world matrix
  6643. */
  6644. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6645. /**
  6646. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6647. * @param min defines the new minimum vector (in local space)
  6648. * @param max defines the new maximum vector (in local space)
  6649. * @param worldMatrix defines the new world matrix
  6650. */
  6651. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6652. /**
  6653. * Scale the current bounding box by applying a scale factor
  6654. * @param factor defines the scale factor to apply
  6655. * @returns the current bounding box
  6656. */
  6657. scale(factor: number): BoundingBox;
  6658. /**
  6659. * Gets the world matrix of the bounding box
  6660. * @returns a matrix
  6661. */
  6662. getWorldMatrix(): DeepImmutable<Matrix>;
  6663. /** @hidden */
  6664. _update(world: DeepImmutable<Matrix>): void;
  6665. /**
  6666. * Tests if the bounding box is intersecting the frustum planes
  6667. * @param frustumPlanes defines the frustum planes to test
  6668. * @returns true if there is an intersection
  6669. */
  6670. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6671. /**
  6672. * Tests if the bounding box is entirely inside the frustum planes
  6673. * @param frustumPlanes defines the frustum planes to test
  6674. * @returns true if there is an inclusion
  6675. */
  6676. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6677. /**
  6678. * Tests if a point is inside the bounding box
  6679. * @param point defines the point to test
  6680. * @returns true if the point is inside the bounding box
  6681. */
  6682. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6683. /**
  6684. * Tests if the bounding box intersects with a bounding sphere
  6685. * @param sphere defines the sphere to test
  6686. * @returns true if there is an intersection
  6687. */
  6688. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6689. /**
  6690. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6691. * @param min defines the min vector to use
  6692. * @param max defines the max vector to use
  6693. * @returns true if there is an intersection
  6694. */
  6695. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6696. /**
  6697. * Tests if two bounding boxes are intersections
  6698. * @param box0 defines the first box to test
  6699. * @param box1 defines the second box to test
  6700. * @returns true if there is an intersection
  6701. */
  6702. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6703. /**
  6704. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6705. * @param minPoint defines the minimum vector of the bounding box
  6706. * @param maxPoint defines the maximum vector of the bounding box
  6707. * @param sphereCenter defines the sphere center
  6708. * @param sphereRadius defines the sphere radius
  6709. * @returns true if there is an intersection
  6710. */
  6711. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6712. /**
  6713. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6714. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6715. * @param frustumPlanes defines the frustum planes to test
  6716. * @return true if there is an inclusion
  6717. */
  6718. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6719. /**
  6720. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6721. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6722. * @param frustumPlanes defines the frustum planes to test
  6723. * @return true if there is an intersection
  6724. */
  6725. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6726. }
  6727. }
  6728. declare module BABYLON {
  6729. /** @hidden */
  6730. export class Collider {
  6731. /** Define if a collision was found */
  6732. collisionFound: boolean;
  6733. /**
  6734. * Define last intersection point in local space
  6735. */
  6736. intersectionPoint: Vector3;
  6737. /**
  6738. * Define last collided mesh
  6739. */
  6740. collidedMesh: Nullable<AbstractMesh>;
  6741. private _collisionPoint;
  6742. private _planeIntersectionPoint;
  6743. private _tempVector;
  6744. private _tempVector2;
  6745. private _tempVector3;
  6746. private _tempVector4;
  6747. private _edge;
  6748. private _baseToVertex;
  6749. private _destinationPoint;
  6750. private _slidePlaneNormal;
  6751. private _displacementVector;
  6752. /** @hidden */
  6753. _radius: Vector3;
  6754. /** @hidden */
  6755. _retry: number;
  6756. private _velocity;
  6757. private _basePoint;
  6758. private _epsilon;
  6759. /** @hidden */
  6760. _velocityWorldLength: number;
  6761. /** @hidden */
  6762. _basePointWorld: Vector3;
  6763. private _velocityWorld;
  6764. private _normalizedVelocity;
  6765. /** @hidden */
  6766. _initialVelocity: Vector3;
  6767. /** @hidden */
  6768. _initialPosition: Vector3;
  6769. private _nearestDistance;
  6770. private _collisionMask;
  6771. collisionMask: number;
  6772. /**
  6773. * Gets the plane normal used to compute the sliding response (in local space)
  6774. */
  6775. readonly slidePlaneNormal: Vector3;
  6776. /** @hidden */
  6777. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6778. /** @hidden */
  6779. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6780. /** @hidden */
  6781. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6782. /** @hidden */
  6783. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6784. /** @hidden */
  6785. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6786. /** @hidden */
  6787. _getResponse(pos: Vector3, vel: Vector3): void;
  6788. }
  6789. }
  6790. declare module BABYLON {
  6791. /**
  6792. * Interface for cullable objects
  6793. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6794. */
  6795. export interface ICullable {
  6796. /**
  6797. * Checks if the object or part of the object is in the frustum
  6798. * @param frustumPlanes Camera near/planes
  6799. * @returns true if the object is in frustum otherwise false
  6800. */
  6801. isInFrustum(frustumPlanes: Plane[]): boolean;
  6802. /**
  6803. * Checks if a cullable object (mesh...) is in the camera frustum
  6804. * Unlike isInFrustum this cheks the full bounding box
  6805. * @param frustumPlanes Camera near/planes
  6806. * @returns true if the object is in frustum otherwise false
  6807. */
  6808. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6809. }
  6810. /**
  6811. * Info for a bounding data of a mesh
  6812. */
  6813. export class BoundingInfo implements ICullable {
  6814. /**
  6815. * Bounding box for the mesh
  6816. */
  6817. readonly boundingBox: BoundingBox;
  6818. /**
  6819. * Bounding sphere for the mesh
  6820. */
  6821. readonly boundingSphere: BoundingSphere;
  6822. private _isLocked;
  6823. private static readonly TmpVector3;
  6824. /**
  6825. * Constructs bounding info
  6826. * @param minimum min vector of the bounding box/sphere
  6827. * @param maximum max vector of the bounding box/sphere
  6828. * @param worldMatrix defines the new world matrix
  6829. */
  6830. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6831. /**
  6832. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6833. * @param min defines the new minimum vector (in local space)
  6834. * @param max defines the new maximum vector (in local space)
  6835. * @param worldMatrix defines the new world matrix
  6836. */
  6837. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6838. /**
  6839. * min vector of the bounding box/sphere
  6840. */
  6841. readonly minimum: Vector3;
  6842. /**
  6843. * max vector of the bounding box/sphere
  6844. */
  6845. readonly maximum: Vector3;
  6846. /**
  6847. * If the info is locked and won't be updated to avoid perf overhead
  6848. */
  6849. isLocked: boolean;
  6850. /**
  6851. * Updates the bounding sphere and box
  6852. * @param world world matrix to be used to update
  6853. */
  6854. update(world: DeepImmutable<Matrix>): void;
  6855. /**
  6856. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6857. * @param center New center of the bounding info
  6858. * @param extend New extend of the bounding info
  6859. * @returns the current bounding info
  6860. */
  6861. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6862. /**
  6863. * Scale the current bounding info by applying a scale factor
  6864. * @param factor defines the scale factor to apply
  6865. * @returns the current bounding info
  6866. */
  6867. scale(factor: number): BoundingInfo;
  6868. /**
  6869. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6870. * @param frustumPlanes defines the frustum to test
  6871. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6872. * @returns true if the bounding info is in the frustum planes
  6873. */
  6874. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6875. /**
  6876. * Gets the world distance between the min and max points of the bounding box
  6877. */
  6878. readonly diagonalLength: number;
  6879. /**
  6880. * Checks if a cullable object (mesh...) is in the camera frustum
  6881. * Unlike isInFrustum this cheks the full bounding box
  6882. * @param frustumPlanes Camera near/planes
  6883. * @returns true if the object is in frustum otherwise false
  6884. */
  6885. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6886. /** @hidden */
  6887. _checkCollision(collider: Collider): boolean;
  6888. /**
  6889. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  6890. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  6891. * @param point the point to check intersection with
  6892. * @returns if the point intersects
  6893. */
  6894. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6895. /**
  6896. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  6897. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  6898. * @param boundingInfo the bounding info to check intersection with
  6899. * @param precise if the intersection should be done using OBB
  6900. * @returns if the bounding info intersects
  6901. */
  6902. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  6903. }
  6904. }
  6905. declare module BABYLON {
  6906. /**
  6907. * Extracts minimum and maximum values from a list of indexed positions
  6908. * @param positions defines the positions to use
  6909. * @param indices defines the indices to the positions
  6910. * @param indexStart defines the start index
  6911. * @param indexCount defines the end index
  6912. * @param bias defines bias value to add to the result
  6913. * @return minimum and maximum values
  6914. */
  6915. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  6916. minimum: Vector3;
  6917. maximum: Vector3;
  6918. };
  6919. /**
  6920. * Extracts minimum and maximum values from a list of positions
  6921. * @param positions defines the positions to use
  6922. * @param start defines the start index in the positions array
  6923. * @param count defines the number of positions to handle
  6924. * @param bias defines bias value to add to the result
  6925. * @param stride defines the stride size to use (distance between two positions in the positions array)
  6926. * @return minimum and maximum values
  6927. */
  6928. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  6929. minimum: Vector3;
  6930. maximum: Vector3;
  6931. };
  6932. }
  6933. declare module BABYLON {
  6934. /** @hidden */
  6935. export class WebGLDataBuffer extends DataBuffer {
  6936. private _buffer;
  6937. constructor(resource: WebGLBuffer);
  6938. readonly underlyingResource: any;
  6939. }
  6940. }
  6941. declare module BABYLON {
  6942. /** @hidden */
  6943. export class WebGLPipelineContext implements IPipelineContext {
  6944. engine: ThinEngine;
  6945. program: Nullable<WebGLProgram>;
  6946. context?: WebGLRenderingContext;
  6947. vertexShader?: WebGLShader;
  6948. fragmentShader?: WebGLShader;
  6949. isParallelCompiled: boolean;
  6950. onCompiled?: () => void;
  6951. transformFeedback?: WebGLTransformFeedback | null;
  6952. readonly isAsync: boolean;
  6953. readonly isReady: boolean;
  6954. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  6955. }
  6956. }
  6957. declare module BABYLON {
  6958. interface ThinEngine {
  6959. /**
  6960. * Create an uniform buffer
  6961. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  6962. * @param elements defines the content of the uniform buffer
  6963. * @returns the webGL uniform buffer
  6964. */
  6965. createUniformBuffer(elements: FloatArray): DataBuffer;
  6966. /**
  6967. * Create a dynamic uniform buffer
  6968. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  6969. * @param elements defines the content of the uniform buffer
  6970. * @returns the webGL uniform buffer
  6971. */
  6972. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  6973. /**
  6974. * Update an existing uniform buffer
  6975. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  6976. * @param uniformBuffer defines the target uniform buffer
  6977. * @param elements defines the content to update
  6978. * @param offset defines the offset in the uniform buffer where update should start
  6979. * @param count defines the size of the data to update
  6980. */
  6981. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  6982. /**
  6983. * Bind an uniform buffer to the current webGL context
  6984. * @param buffer defines the buffer to bind
  6985. */
  6986. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  6987. /**
  6988. * Bind a buffer to the current webGL context at a given location
  6989. * @param buffer defines the buffer to bind
  6990. * @param location defines the index where to bind the buffer
  6991. */
  6992. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  6993. /**
  6994. * Bind a specific block at a given index in a specific shader program
  6995. * @param pipelineContext defines the pipeline context to use
  6996. * @param blockName defines the block name
  6997. * @param index defines the index where to bind the block
  6998. */
  6999. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7000. }
  7001. }
  7002. declare module BABYLON {
  7003. /**
  7004. * Uniform buffer objects.
  7005. *
  7006. * Handles blocks of uniform on the GPU.
  7007. *
  7008. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7009. *
  7010. * For more information, please refer to :
  7011. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7012. */
  7013. export class UniformBuffer {
  7014. private _engine;
  7015. private _buffer;
  7016. private _data;
  7017. private _bufferData;
  7018. private _dynamic?;
  7019. private _uniformLocations;
  7020. private _uniformSizes;
  7021. private _uniformLocationPointer;
  7022. private _needSync;
  7023. private _noUBO;
  7024. private _currentEffect;
  7025. private static _MAX_UNIFORM_SIZE;
  7026. private static _tempBuffer;
  7027. /**
  7028. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7029. * This is dynamic to allow compat with webgl 1 and 2.
  7030. * You will need to pass the name of the uniform as well as the value.
  7031. */
  7032. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7033. /**
  7034. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7035. * This is dynamic to allow compat with webgl 1 and 2.
  7036. * You will need to pass the name of the uniform as well as the value.
  7037. */
  7038. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7039. /**
  7040. * Lambda to Update a single float in a uniform buffer.
  7041. * This is dynamic to allow compat with webgl 1 and 2.
  7042. * You will need to pass the name of the uniform as well as the value.
  7043. */
  7044. updateFloat: (name: string, x: number) => void;
  7045. /**
  7046. * Lambda to Update a vec2 of float in a uniform buffer.
  7047. * This is dynamic to allow compat with webgl 1 and 2.
  7048. * You will need to pass the name of the uniform as well as the value.
  7049. */
  7050. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7051. /**
  7052. * Lambda to Update a vec3 of float in a uniform buffer.
  7053. * This is dynamic to allow compat with webgl 1 and 2.
  7054. * You will need to pass the name of the uniform as well as the value.
  7055. */
  7056. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7057. /**
  7058. * Lambda to Update a vec4 of float in a uniform buffer.
  7059. * This is dynamic to allow compat with webgl 1 and 2.
  7060. * You will need to pass the name of the uniform as well as the value.
  7061. */
  7062. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7063. /**
  7064. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7065. * This is dynamic to allow compat with webgl 1 and 2.
  7066. * You will need to pass the name of the uniform as well as the value.
  7067. */
  7068. updateMatrix: (name: string, mat: Matrix) => void;
  7069. /**
  7070. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7071. * This is dynamic to allow compat with webgl 1 and 2.
  7072. * You will need to pass the name of the uniform as well as the value.
  7073. */
  7074. updateVector3: (name: string, vector: Vector3) => void;
  7075. /**
  7076. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7077. * This is dynamic to allow compat with webgl 1 and 2.
  7078. * You will need to pass the name of the uniform as well as the value.
  7079. */
  7080. updateVector4: (name: string, vector: Vector4) => void;
  7081. /**
  7082. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7083. * This is dynamic to allow compat with webgl 1 and 2.
  7084. * You will need to pass the name of the uniform as well as the value.
  7085. */
  7086. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7087. /**
  7088. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7089. * This is dynamic to allow compat with webgl 1 and 2.
  7090. * You will need to pass the name of the uniform as well as the value.
  7091. */
  7092. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7093. /**
  7094. * Instantiates a new Uniform buffer objects.
  7095. *
  7096. * Handles blocks of uniform on the GPU.
  7097. *
  7098. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7099. *
  7100. * For more information, please refer to :
  7101. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7102. * @param engine Define the engine the buffer is associated with
  7103. * @param data Define the data contained in the buffer
  7104. * @param dynamic Define if the buffer is updatable
  7105. */
  7106. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7107. /**
  7108. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7109. * or just falling back on setUniformXXX calls.
  7110. */
  7111. readonly useUbo: boolean;
  7112. /**
  7113. * Indicates if the WebGL underlying uniform buffer is in sync
  7114. * with the javascript cache data.
  7115. */
  7116. readonly isSync: boolean;
  7117. /**
  7118. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7119. * Also, a dynamic UniformBuffer will disable cache verification and always
  7120. * update the underlying WebGL uniform buffer to the GPU.
  7121. * @returns if Dynamic, otherwise false
  7122. */
  7123. isDynamic(): boolean;
  7124. /**
  7125. * The data cache on JS side.
  7126. * @returns the underlying data as a float array
  7127. */
  7128. getData(): Float32Array;
  7129. /**
  7130. * The underlying WebGL Uniform buffer.
  7131. * @returns the webgl buffer
  7132. */
  7133. getBuffer(): Nullable<DataBuffer>;
  7134. /**
  7135. * std140 layout specifies how to align data within an UBO structure.
  7136. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7137. * for specs.
  7138. */
  7139. private _fillAlignment;
  7140. /**
  7141. * Adds an uniform in the buffer.
  7142. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7143. * for the layout to be correct !
  7144. * @param name Name of the uniform, as used in the uniform block in the shader.
  7145. * @param size Data size, or data directly.
  7146. */
  7147. addUniform(name: string, size: number | number[]): void;
  7148. /**
  7149. * Adds a Matrix 4x4 to the uniform buffer.
  7150. * @param name Name of the uniform, as used in the uniform block in the shader.
  7151. * @param mat A 4x4 matrix.
  7152. */
  7153. addMatrix(name: string, mat: Matrix): void;
  7154. /**
  7155. * Adds a vec2 to the uniform buffer.
  7156. * @param name Name of the uniform, as used in the uniform block in the shader.
  7157. * @param x Define the x component value of the vec2
  7158. * @param y Define the y component value of the vec2
  7159. */
  7160. addFloat2(name: string, x: number, y: number): void;
  7161. /**
  7162. * Adds a vec3 to the uniform buffer.
  7163. * @param name Name of the uniform, as used in the uniform block in the shader.
  7164. * @param x Define the x component value of the vec3
  7165. * @param y Define the y component value of the vec3
  7166. * @param z Define the z component value of the vec3
  7167. */
  7168. addFloat3(name: string, x: number, y: number, z: number): void;
  7169. /**
  7170. * Adds a vec3 to the uniform buffer.
  7171. * @param name Name of the uniform, as used in the uniform block in the shader.
  7172. * @param color Define the vec3 from a Color
  7173. */
  7174. addColor3(name: string, color: Color3): void;
  7175. /**
  7176. * Adds a vec4 to the uniform buffer.
  7177. * @param name Name of the uniform, as used in the uniform block in the shader.
  7178. * @param color Define the rgb components from a Color
  7179. * @param alpha Define the a component of the vec4
  7180. */
  7181. addColor4(name: string, color: Color3, alpha: number): void;
  7182. /**
  7183. * Adds a vec3 to the uniform buffer.
  7184. * @param name Name of the uniform, as used in the uniform block in the shader.
  7185. * @param vector Define the vec3 components from a Vector
  7186. */
  7187. addVector3(name: string, vector: Vector3): void;
  7188. /**
  7189. * Adds a Matrix 3x3 to the uniform buffer.
  7190. * @param name Name of the uniform, as used in the uniform block in the shader.
  7191. */
  7192. addMatrix3x3(name: string): void;
  7193. /**
  7194. * Adds a Matrix 2x2 to the uniform buffer.
  7195. * @param name Name of the uniform, as used in the uniform block in the shader.
  7196. */
  7197. addMatrix2x2(name: string): void;
  7198. /**
  7199. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7200. */
  7201. create(): void;
  7202. /** @hidden */
  7203. _rebuild(): void;
  7204. /**
  7205. * Updates the WebGL Uniform Buffer on the GPU.
  7206. * If the `dynamic` flag is set to true, no cache comparison is done.
  7207. * Otherwise, the buffer will be updated only if the cache differs.
  7208. */
  7209. update(): void;
  7210. /**
  7211. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7212. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7213. * @param data Define the flattened data
  7214. * @param size Define the size of the data.
  7215. */
  7216. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7217. private _valueCache;
  7218. private _cacheMatrix;
  7219. private _updateMatrix3x3ForUniform;
  7220. private _updateMatrix3x3ForEffect;
  7221. private _updateMatrix2x2ForEffect;
  7222. private _updateMatrix2x2ForUniform;
  7223. private _updateFloatForEffect;
  7224. private _updateFloatForUniform;
  7225. private _updateFloat2ForEffect;
  7226. private _updateFloat2ForUniform;
  7227. private _updateFloat3ForEffect;
  7228. private _updateFloat3ForUniform;
  7229. private _updateFloat4ForEffect;
  7230. private _updateFloat4ForUniform;
  7231. private _updateMatrixForEffect;
  7232. private _updateMatrixForUniform;
  7233. private _updateVector3ForEffect;
  7234. private _updateVector3ForUniform;
  7235. private _updateVector4ForEffect;
  7236. private _updateVector4ForUniform;
  7237. private _updateColor3ForEffect;
  7238. private _updateColor3ForUniform;
  7239. private _updateColor4ForEffect;
  7240. private _updateColor4ForUniform;
  7241. /**
  7242. * Sets a sampler uniform on the effect.
  7243. * @param name Define the name of the sampler.
  7244. * @param texture Define the texture to set in the sampler
  7245. */
  7246. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7247. /**
  7248. * Directly updates the value of the uniform in the cache AND on the GPU.
  7249. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7250. * @param data Define the flattened data
  7251. */
  7252. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7253. /**
  7254. * Binds this uniform buffer to an effect.
  7255. * @param effect Define the effect to bind the buffer to
  7256. * @param name Name of the uniform block in the shader.
  7257. */
  7258. bindToEffect(effect: Effect, name: string): void;
  7259. /**
  7260. * Disposes the uniform buffer.
  7261. */
  7262. dispose(): void;
  7263. }
  7264. }
  7265. declare module BABYLON {
  7266. /**
  7267. * Enum that determines the text-wrapping mode to use.
  7268. */
  7269. export enum InspectableType {
  7270. /**
  7271. * Checkbox for booleans
  7272. */
  7273. Checkbox = 0,
  7274. /**
  7275. * Sliders for numbers
  7276. */
  7277. Slider = 1,
  7278. /**
  7279. * Vector3
  7280. */
  7281. Vector3 = 2,
  7282. /**
  7283. * Quaternions
  7284. */
  7285. Quaternion = 3,
  7286. /**
  7287. * Color3
  7288. */
  7289. Color3 = 4,
  7290. /**
  7291. * String
  7292. */
  7293. String = 5
  7294. }
  7295. /**
  7296. * Interface used to define custom inspectable properties.
  7297. * This interface is used by the inspector to display custom property grids
  7298. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7299. */
  7300. export interface IInspectable {
  7301. /**
  7302. * Gets the label to display
  7303. */
  7304. label: string;
  7305. /**
  7306. * Gets the name of the property to edit
  7307. */
  7308. propertyName: string;
  7309. /**
  7310. * Gets the type of the editor to use
  7311. */
  7312. type: InspectableType;
  7313. /**
  7314. * Gets the minimum value of the property when using in "slider" mode
  7315. */
  7316. min?: number;
  7317. /**
  7318. * Gets the maximum value of the property when using in "slider" mode
  7319. */
  7320. max?: number;
  7321. /**
  7322. * Gets the setp to use when using in "slider" mode
  7323. */
  7324. step?: number;
  7325. }
  7326. }
  7327. declare module BABYLON {
  7328. /**
  7329. * Class used to provide helper for timing
  7330. */
  7331. export class TimingTools {
  7332. /**
  7333. * Polyfill for setImmediate
  7334. * @param action defines the action to execute after the current execution block
  7335. */
  7336. static SetImmediate(action: () => void): void;
  7337. }
  7338. }
  7339. declare module BABYLON {
  7340. /**
  7341. * Class used to enable instatition of objects by class name
  7342. */
  7343. export class InstantiationTools {
  7344. /**
  7345. * Use this object to register external classes like custom textures or material
  7346. * to allow the laoders to instantiate them
  7347. */
  7348. static RegisteredExternalClasses: {
  7349. [key: string]: Object;
  7350. };
  7351. /**
  7352. * Tries to instantiate a new object from a given class name
  7353. * @param className defines the class name to instantiate
  7354. * @returns the new object or null if the system was not able to do the instantiation
  7355. */
  7356. static Instantiate(className: string): any;
  7357. }
  7358. }
  7359. declare module BABYLON {
  7360. /**
  7361. * Define options used to create a depth texture
  7362. */
  7363. export class DepthTextureCreationOptions {
  7364. /** Specifies whether or not a stencil should be allocated in the texture */
  7365. generateStencil?: boolean;
  7366. /** Specifies whether or not bilinear filtering is enable on the texture */
  7367. bilinearFiltering?: boolean;
  7368. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7369. comparisonFunction?: number;
  7370. /** Specifies if the created texture is a cube texture */
  7371. isCube?: boolean;
  7372. }
  7373. }
  7374. declare module BABYLON {
  7375. interface ThinEngine {
  7376. /**
  7377. * Creates a depth stencil cube texture.
  7378. * This is only available in WebGL 2.
  7379. * @param size The size of face edge in the cube texture.
  7380. * @param options The options defining the cube texture.
  7381. * @returns The cube texture
  7382. */
  7383. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7384. /**
  7385. * Creates a cube texture
  7386. * @param rootUrl defines the url where the files to load is located
  7387. * @param scene defines the current scene
  7388. * @param files defines the list of files to load (1 per face)
  7389. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7390. * @param onLoad defines an optional callback raised when the texture is loaded
  7391. * @param onError defines an optional callback raised if there is an issue to load the texture
  7392. * @param format defines the format of the data
  7393. * @param forcedExtension defines the extension to use to pick the right loader
  7394. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7395. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7396. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7397. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7398. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7399. * @returns the cube texture as an InternalTexture
  7400. */
  7401. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7402. /**
  7403. * Creates a cube texture
  7404. * @param rootUrl defines the url where the files to load is located
  7405. * @param scene defines the current scene
  7406. * @param files defines the list of files to load (1 per face)
  7407. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7408. * @param onLoad defines an optional callback raised when the texture is loaded
  7409. * @param onError defines an optional callback raised if there is an issue to load the texture
  7410. * @param format defines the format of the data
  7411. * @param forcedExtension defines the extension to use to pick the right loader
  7412. * @returns the cube texture as an InternalTexture
  7413. */
  7414. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7415. /**
  7416. * Creates a cube texture
  7417. * @param rootUrl defines the url where the files to load is located
  7418. * @param scene defines the current scene
  7419. * @param files defines the list of files to load (1 per face)
  7420. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7421. * @param onLoad defines an optional callback raised when the texture is loaded
  7422. * @param onError defines an optional callback raised if there is an issue to load the texture
  7423. * @param format defines the format of the data
  7424. * @param forcedExtension defines the extension to use to pick the right loader
  7425. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7426. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7427. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7428. * @returns the cube texture as an InternalTexture
  7429. */
  7430. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7431. /** @hidden */
  7432. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7433. /** @hidden */
  7434. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7435. /** @hidden */
  7436. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7437. /** @hidden */
  7438. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7439. }
  7440. }
  7441. declare module BABYLON {
  7442. /**
  7443. * Class for creating a cube texture
  7444. */
  7445. export class CubeTexture extends BaseTexture {
  7446. private _delayedOnLoad;
  7447. /**
  7448. * The url of the texture
  7449. */
  7450. url: string;
  7451. /**
  7452. * Gets or sets the center of the bounding box associated with the cube texture.
  7453. * It must define where the camera used to render the texture was set
  7454. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7455. */
  7456. boundingBoxPosition: Vector3;
  7457. private _boundingBoxSize;
  7458. /**
  7459. * Gets or sets the size of the bounding box associated with the cube texture
  7460. * When defined, the cubemap will switch to local mode
  7461. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7462. * @example https://www.babylonjs-playground.com/#RNASML
  7463. */
  7464. /**
  7465. * Returns the bounding box size
  7466. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7467. */
  7468. boundingBoxSize: Vector3;
  7469. protected _rotationY: number;
  7470. /**
  7471. * Sets texture matrix rotation angle around Y axis in radians.
  7472. */
  7473. /**
  7474. * Gets texture matrix rotation angle around Y axis radians.
  7475. */
  7476. rotationY: number;
  7477. /**
  7478. * Are mip maps generated for this texture or not.
  7479. */
  7480. readonly noMipmap: boolean;
  7481. private _noMipmap;
  7482. private _files;
  7483. protected _forcedExtension: Nullable<string>;
  7484. private _extensions;
  7485. private _textureMatrix;
  7486. private _format;
  7487. private _createPolynomials;
  7488. /** @hidden */
  7489. _prefiltered: boolean;
  7490. /**
  7491. * Creates a cube texture from an array of image urls
  7492. * @param files defines an array of image urls
  7493. * @param scene defines the hosting scene
  7494. * @param noMipmap specifies if mip maps are not used
  7495. * @returns a cube texture
  7496. */
  7497. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7498. /**
  7499. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7500. * @param url defines the url of the prefiltered texture
  7501. * @param scene defines the scene the texture is attached to
  7502. * @param forcedExtension defines the extension of the file if different from the url
  7503. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7504. * @return the prefiltered texture
  7505. */
  7506. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7507. /**
  7508. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7509. * as prefiltered data.
  7510. * @param rootUrl defines the url of the texture or the root name of the six images
  7511. * @param scene defines the scene the texture is attached to
  7512. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7513. * @param noMipmap defines if mipmaps should be created or not
  7514. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7515. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7516. * @param onError defines a callback triggered in case of error during load
  7517. * @param format defines the internal format to use for the texture once loaded
  7518. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7519. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7520. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7521. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7522. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7523. * @return the cube texture
  7524. */
  7525. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7526. /**
  7527. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7528. */
  7529. readonly isPrefiltered: boolean;
  7530. /**
  7531. * Get the current class name of the texture useful for serialization or dynamic coding.
  7532. * @returns "CubeTexture"
  7533. */
  7534. getClassName(): string;
  7535. /**
  7536. * Update the url (and optional buffer) of this texture if url was null during construction.
  7537. * @param url the url of the texture
  7538. * @param forcedExtension defines the extension to use
  7539. * @param onLoad callback called when the texture is loaded (defaults to null)
  7540. */
  7541. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7542. /**
  7543. * Delays loading of the cube texture
  7544. * @param forcedExtension defines the extension to use
  7545. */
  7546. delayLoad(forcedExtension?: string): void;
  7547. /**
  7548. * Returns the reflection texture matrix
  7549. * @returns the reflection texture matrix
  7550. */
  7551. getReflectionTextureMatrix(): Matrix;
  7552. /**
  7553. * Sets the reflection texture matrix
  7554. * @param value Reflection texture matrix
  7555. */
  7556. setReflectionTextureMatrix(value: Matrix): void;
  7557. /**
  7558. * Parses text to create a cube texture
  7559. * @param parsedTexture define the serialized text to read from
  7560. * @param scene defines the hosting scene
  7561. * @param rootUrl defines the root url of the cube texture
  7562. * @returns a cube texture
  7563. */
  7564. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7565. /**
  7566. * Makes a clone, or deep copy, of the cube texture
  7567. * @returns a new cube texture
  7568. */
  7569. clone(): CubeTexture;
  7570. }
  7571. }
  7572. declare module BABYLON {
  7573. /**
  7574. * Manages the defines for the Material
  7575. */
  7576. export class MaterialDefines {
  7577. /** @hidden */
  7578. protected _keys: string[];
  7579. private _isDirty;
  7580. /** @hidden */
  7581. _renderId: number;
  7582. /** @hidden */
  7583. _areLightsDirty: boolean;
  7584. /** @hidden */
  7585. _areLightsDisposed: boolean;
  7586. /** @hidden */
  7587. _areAttributesDirty: boolean;
  7588. /** @hidden */
  7589. _areTexturesDirty: boolean;
  7590. /** @hidden */
  7591. _areFresnelDirty: boolean;
  7592. /** @hidden */
  7593. _areMiscDirty: boolean;
  7594. /** @hidden */
  7595. _areImageProcessingDirty: boolean;
  7596. /** @hidden */
  7597. _normals: boolean;
  7598. /** @hidden */
  7599. _uvs: boolean;
  7600. /** @hidden */
  7601. _needNormals: boolean;
  7602. /** @hidden */
  7603. _needUVs: boolean;
  7604. [id: string]: any;
  7605. /**
  7606. * Specifies if the material needs to be re-calculated
  7607. */
  7608. readonly isDirty: boolean;
  7609. /**
  7610. * Marks the material to indicate that it has been re-calculated
  7611. */
  7612. markAsProcessed(): void;
  7613. /**
  7614. * Marks the material to indicate that it needs to be re-calculated
  7615. */
  7616. markAsUnprocessed(): void;
  7617. /**
  7618. * Marks the material to indicate all of its defines need to be re-calculated
  7619. */
  7620. markAllAsDirty(): void;
  7621. /**
  7622. * Marks the material to indicate that image processing needs to be re-calculated
  7623. */
  7624. markAsImageProcessingDirty(): void;
  7625. /**
  7626. * Marks the material to indicate the lights need to be re-calculated
  7627. * @param disposed Defines whether the light is dirty due to dispose or not
  7628. */
  7629. markAsLightDirty(disposed?: boolean): void;
  7630. /**
  7631. * Marks the attribute state as changed
  7632. */
  7633. markAsAttributesDirty(): void;
  7634. /**
  7635. * Marks the texture state as changed
  7636. */
  7637. markAsTexturesDirty(): void;
  7638. /**
  7639. * Marks the fresnel state as changed
  7640. */
  7641. markAsFresnelDirty(): void;
  7642. /**
  7643. * Marks the misc state as changed
  7644. */
  7645. markAsMiscDirty(): void;
  7646. /**
  7647. * Rebuilds the material defines
  7648. */
  7649. rebuild(): void;
  7650. /**
  7651. * Specifies if two material defines are equal
  7652. * @param other - A material define instance to compare to
  7653. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7654. */
  7655. isEqual(other: MaterialDefines): boolean;
  7656. /**
  7657. * Clones this instance's defines to another instance
  7658. * @param other - material defines to clone values to
  7659. */
  7660. cloneTo(other: MaterialDefines): void;
  7661. /**
  7662. * Resets the material define values
  7663. */
  7664. reset(): void;
  7665. /**
  7666. * Converts the material define values to a string
  7667. * @returns - String of material define information
  7668. */
  7669. toString(): string;
  7670. }
  7671. }
  7672. declare module BABYLON {
  7673. /**
  7674. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7675. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7676. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7677. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7678. */
  7679. export class ColorCurves {
  7680. private _dirty;
  7681. private _tempColor;
  7682. private _globalCurve;
  7683. private _highlightsCurve;
  7684. private _midtonesCurve;
  7685. private _shadowsCurve;
  7686. private _positiveCurve;
  7687. private _negativeCurve;
  7688. private _globalHue;
  7689. private _globalDensity;
  7690. private _globalSaturation;
  7691. private _globalExposure;
  7692. /**
  7693. * Gets the global Hue value.
  7694. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7695. */
  7696. /**
  7697. * Sets the global Hue value.
  7698. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7699. */
  7700. globalHue: number;
  7701. /**
  7702. * Gets the global Density value.
  7703. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7704. * Values less than zero provide a filter of opposite hue.
  7705. */
  7706. /**
  7707. * Sets the global Density value.
  7708. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7709. * Values less than zero provide a filter of opposite hue.
  7710. */
  7711. globalDensity: number;
  7712. /**
  7713. * Gets the global Saturation value.
  7714. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7715. */
  7716. /**
  7717. * Sets the global Saturation value.
  7718. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7719. */
  7720. globalSaturation: number;
  7721. /**
  7722. * Gets the global Exposure value.
  7723. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7724. */
  7725. /**
  7726. * Sets the global Exposure value.
  7727. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7728. */
  7729. globalExposure: number;
  7730. private _highlightsHue;
  7731. private _highlightsDensity;
  7732. private _highlightsSaturation;
  7733. private _highlightsExposure;
  7734. /**
  7735. * Gets the highlights Hue value.
  7736. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7737. */
  7738. /**
  7739. * Sets the highlights Hue value.
  7740. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7741. */
  7742. highlightsHue: number;
  7743. /**
  7744. * Gets the highlights Density value.
  7745. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7746. * Values less than zero provide a filter of opposite hue.
  7747. */
  7748. /**
  7749. * Sets the highlights Density value.
  7750. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7751. * Values less than zero provide a filter of opposite hue.
  7752. */
  7753. highlightsDensity: number;
  7754. /**
  7755. * Gets the highlights Saturation value.
  7756. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7757. */
  7758. /**
  7759. * Sets the highlights Saturation value.
  7760. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7761. */
  7762. highlightsSaturation: number;
  7763. /**
  7764. * Gets the highlights Exposure value.
  7765. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7766. */
  7767. /**
  7768. * Sets the highlights Exposure value.
  7769. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7770. */
  7771. highlightsExposure: number;
  7772. private _midtonesHue;
  7773. private _midtonesDensity;
  7774. private _midtonesSaturation;
  7775. private _midtonesExposure;
  7776. /**
  7777. * Gets the midtones Hue value.
  7778. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7779. */
  7780. /**
  7781. * Sets the midtones Hue value.
  7782. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7783. */
  7784. midtonesHue: number;
  7785. /**
  7786. * Gets the midtones Density value.
  7787. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7788. * Values less than zero provide a filter of opposite hue.
  7789. */
  7790. /**
  7791. * Sets the midtones Density value.
  7792. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7793. * Values less than zero provide a filter of opposite hue.
  7794. */
  7795. midtonesDensity: number;
  7796. /**
  7797. * Gets the midtones Saturation value.
  7798. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7799. */
  7800. /**
  7801. * Sets the midtones Saturation value.
  7802. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7803. */
  7804. midtonesSaturation: number;
  7805. /**
  7806. * Gets the midtones Exposure value.
  7807. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7808. */
  7809. /**
  7810. * Sets the midtones Exposure value.
  7811. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7812. */
  7813. midtonesExposure: number;
  7814. private _shadowsHue;
  7815. private _shadowsDensity;
  7816. private _shadowsSaturation;
  7817. private _shadowsExposure;
  7818. /**
  7819. * Gets the shadows Hue value.
  7820. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7821. */
  7822. /**
  7823. * Sets the shadows Hue value.
  7824. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7825. */
  7826. shadowsHue: number;
  7827. /**
  7828. * Gets the shadows Density value.
  7829. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7830. * Values less than zero provide a filter of opposite hue.
  7831. */
  7832. /**
  7833. * Sets the shadows Density value.
  7834. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7835. * Values less than zero provide a filter of opposite hue.
  7836. */
  7837. shadowsDensity: number;
  7838. /**
  7839. * Gets the shadows Saturation value.
  7840. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7841. */
  7842. /**
  7843. * Sets the shadows Saturation value.
  7844. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7845. */
  7846. shadowsSaturation: number;
  7847. /**
  7848. * Gets the shadows Exposure value.
  7849. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7850. */
  7851. /**
  7852. * Sets the shadows Exposure value.
  7853. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7854. */
  7855. shadowsExposure: number;
  7856. /**
  7857. * Returns the class name
  7858. * @returns The class name
  7859. */
  7860. getClassName(): string;
  7861. /**
  7862. * Binds the color curves to the shader.
  7863. * @param colorCurves The color curve to bind
  7864. * @param effect The effect to bind to
  7865. * @param positiveUniform The positive uniform shader parameter
  7866. * @param neutralUniform The neutral uniform shader parameter
  7867. * @param negativeUniform The negative uniform shader parameter
  7868. */
  7869. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7870. /**
  7871. * Prepare the list of uniforms associated with the ColorCurves effects.
  7872. * @param uniformsList The list of uniforms used in the effect
  7873. */
  7874. static PrepareUniforms(uniformsList: string[]): void;
  7875. /**
  7876. * Returns color grading data based on a hue, density, saturation and exposure value.
  7877. * @param filterHue The hue of the color filter.
  7878. * @param filterDensity The density of the color filter.
  7879. * @param saturation The saturation.
  7880. * @param exposure The exposure.
  7881. * @param result The result data container.
  7882. */
  7883. private getColorGradingDataToRef;
  7884. /**
  7885. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7886. * @param value The input slider value in range [-100,100].
  7887. * @returns Adjusted value.
  7888. */
  7889. private static applyColorGradingSliderNonlinear;
  7890. /**
  7891. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7892. * @param hue The hue (H) input.
  7893. * @param saturation The saturation (S) input.
  7894. * @param brightness The brightness (B) input.
  7895. * @result An RGBA color represented as Vector4.
  7896. */
  7897. private static fromHSBToRef;
  7898. /**
  7899. * Returns a value clamped between min and max
  7900. * @param value The value to clamp
  7901. * @param min The minimum of value
  7902. * @param max The maximum of value
  7903. * @returns The clamped value.
  7904. */
  7905. private static clamp;
  7906. /**
  7907. * Clones the current color curve instance.
  7908. * @return The cloned curves
  7909. */
  7910. clone(): ColorCurves;
  7911. /**
  7912. * Serializes the current color curve instance to a json representation.
  7913. * @return a JSON representation
  7914. */
  7915. serialize(): any;
  7916. /**
  7917. * Parses the color curve from a json representation.
  7918. * @param source the JSON source to parse
  7919. * @return The parsed curves
  7920. */
  7921. static Parse(source: any): ColorCurves;
  7922. }
  7923. }
  7924. declare module BABYLON {
  7925. /**
  7926. * Interface to follow in your material defines to integrate easily the
  7927. * Image proccessing functions.
  7928. * @hidden
  7929. */
  7930. export interface IImageProcessingConfigurationDefines {
  7931. IMAGEPROCESSING: boolean;
  7932. VIGNETTE: boolean;
  7933. VIGNETTEBLENDMODEMULTIPLY: boolean;
  7934. VIGNETTEBLENDMODEOPAQUE: boolean;
  7935. TONEMAPPING: boolean;
  7936. TONEMAPPING_ACES: boolean;
  7937. CONTRAST: boolean;
  7938. EXPOSURE: boolean;
  7939. COLORCURVES: boolean;
  7940. COLORGRADING: boolean;
  7941. COLORGRADING3D: boolean;
  7942. SAMPLER3DGREENDEPTH: boolean;
  7943. SAMPLER3DBGRMAP: boolean;
  7944. IMAGEPROCESSINGPOSTPROCESS: boolean;
  7945. }
  7946. /**
  7947. * @hidden
  7948. */
  7949. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  7950. IMAGEPROCESSING: boolean;
  7951. VIGNETTE: boolean;
  7952. VIGNETTEBLENDMODEMULTIPLY: boolean;
  7953. VIGNETTEBLENDMODEOPAQUE: boolean;
  7954. TONEMAPPING: boolean;
  7955. TONEMAPPING_ACES: boolean;
  7956. CONTRAST: boolean;
  7957. COLORCURVES: boolean;
  7958. COLORGRADING: boolean;
  7959. COLORGRADING3D: boolean;
  7960. SAMPLER3DGREENDEPTH: boolean;
  7961. SAMPLER3DBGRMAP: boolean;
  7962. IMAGEPROCESSINGPOSTPROCESS: boolean;
  7963. EXPOSURE: boolean;
  7964. constructor();
  7965. }
  7966. /**
  7967. * This groups together the common properties used for image processing either in direct forward pass
  7968. * or through post processing effect depending on the use of the image processing pipeline in your scene
  7969. * or not.
  7970. */
  7971. export class ImageProcessingConfiguration {
  7972. /**
  7973. * Default tone mapping applied in BabylonJS.
  7974. */
  7975. static readonly TONEMAPPING_STANDARD: number;
  7976. /**
  7977. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  7978. * to other engines rendering to increase portability.
  7979. */
  7980. static readonly TONEMAPPING_ACES: number;
  7981. /**
  7982. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  7983. */
  7984. colorCurves: Nullable<ColorCurves>;
  7985. private _colorCurvesEnabled;
  7986. /**
  7987. * Gets wether the color curves effect is enabled.
  7988. */
  7989. /**
  7990. * Sets wether the color curves effect is enabled.
  7991. */
  7992. colorCurvesEnabled: boolean;
  7993. private _colorGradingTexture;
  7994. /**
  7995. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  7996. */
  7997. /**
  7998. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  7999. */
  8000. colorGradingTexture: Nullable<BaseTexture>;
  8001. private _colorGradingEnabled;
  8002. /**
  8003. * Gets wether the color grading effect is enabled.
  8004. */
  8005. /**
  8006. * Sets wether the color grading effect is enabled.
  8007. */
  8008. colorGradingEnabled: boolean;
  8009. private _colorGradingWithGreenDepth;
  8010. /**
  8011. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8012. */
  8013. /**
  8014. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8015. */
  8016. colorGradingWithGreenDepth: boolean;
  8017. private _colorGradingBGR;
  8018. /**
  8019. * Gets wether the color grading texture contains BGR values.
  8020. */
  8021. /**
  8022. * Sets wether the color grading texture contains BGR values.
  8023. */
  8024. colorGradingBGR: boolean;
  8025. /** @hidden */
  8026. _exposure: number;
  8027. /**
  8028. * Gets the Exposure used in the effect.
  8029. */
  8030. /**
  8031. * Sets the Exposure used in the effect.
  8032. */
  8033. exposure: number;
  8034. private _toneMappingEnabled;
  8035. /**
  8036. * Gets wether the tone mapping effect is enabled.
  8037. */
  8038. /**
  8039. * Sets wether the tone mapping effect is enabled.
  8040. */
  8041. toneMappingEnabled: boolean;
  8042. private _toneMappingType;
  8043. /**
  8044. * Gets the type of tone mapping effect.
  8045. */
  8046. /**
  8047. * Sets the type of tone mapping effect used in BabylonJS.
  8048. */
  8049. toneMappingType: number;
  8050. protected _contrast: number;
  8051. /**
  8052. * Gets the contrast used in the effect.
  8053. */
  8054. /**
  8055. * Sets the contrast used in the effect.
  8056. */
  8057. contrast: number;
  8058. /**
  8059. * Vignette stretch size.
  8060. */
  8061. vignetteStretch: number;
  8062. /**
  8063. * Vignette centre X Offset.
  8064. */
  8065. vignetteCentreX: number;
  8066. /**
  8067. * Vignette centre Y Offset.
  8068. */
  8069. vignetteCentreY: number;
  8070. /**
  8071. * Vignette weight or intensity of the vignette effect.
  8072. */
  8073. vignetteWeight: number;
  8074. /**
  8075. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8076. * if vignetteEnabled is set to true.
  8077. */
  8078. vignetteColor: Color4;
  8079. /**
  8080. * Camera field of view used by the Vignette effect.
  8081. */
  8082. vignetteCameraFov: number;
  8083. private _vignetteBlendMode;
  8084. /**
  8085. * Gets the vignette blend mode allowing different kind of effect.
  8086. */
  8087. /**
  8088. * Sets the vignette blend mode allowing different kind of effect.
  8089. */
  8090. vignetteBlendMode: number;
  8091. private _vignetteEnabled;
  8092. /**
  8093. * Gets wether the vignette effect is enabled.
  8094. */
  8095. /**
  8096. * Sets wether the vignette effect is enabled.
  8097. */
  8098. vignetteEnabled: boolean;
  8099. private _applyByPostProcess;
  8100. /**
  8101. * Gets wether the image processing is applied through a post process or not.
  8102. */
  8103. /**
  8104. * Sets wether the image processing is applied through a post process or not.
  8105. */
  8106. applyByPostProcess: boolean;
  8107. private _isEnabled;
  8108. /**
  8109. * Gets wether the image processing is enabled or not.
  8110. */
  8111. /**
  8112. * Sets wether the image processing is enabled or not.
  8113. */
  8114. isEnabled: boolean;
  8115. /**
  8116. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8117. */
  8118. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8119. /**
  8120. * Method called each time the image processing information changes requires to recompile the effect.
  8121. */
  8122. protected _updateParameters(): void;
  8123. /**
  8124. * Gets the current class name.
  8125. * @return "ImageProcessingConfiguration"
  8126. */
  8127. getClassName(): string;
  8128. /**
  8129. * Prepare the list of uniforms associated with the Image Processing effects.
  8130. * @param uniforms The list of uniforms used in the effect
  8131. * @param defines the list of defines currently in use
  8132. */
  8133. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8134. /**
  8135. * Prepare the list of samplers associated with the Image Processing effects.
  8136. * @param samplersList The list of uniforms used in the effect
  8137. * @param defines the list of defines currently in use
  8138. */
  8139. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8140. /**
  8141. * Prepare the list of defines associated to the shader.
  8142. * @param defines the list of defines to complete
  8143. * @param forPostProcess Define if we are currently in post process mode or not
  8144. */
  8145. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8146. /**
  8147. * Returns true if all the image processing information are ready.
  8148. * @returns True if ready, otherwise, false
  8149. */
  8150. isReady(): boolean;
  8151. /**
  8152. * Binds the image processing to the shader.
  8153. * @param effect The effect to bind to
  8154. * @param aspectRatio Define the current aspect ratio of the effect
  8155. */
  8156. bind(effect: Effect, aspectRatio?: number): void;
  8157. /**
  8158. * Clones the current image processing instance.
  8159. * @return The cloned image processing
  8160. */
  8161. clone(): ImageProcessingConfiguration;
  8162. /**
  8163. * Serializes the current image processing instance to a json representation.
  8164. * @return a JSON representation
  8165. */
  8166. serialize(): any;
  8167. /**
  8168. * Parses the image processing from a json representation.
  8169. * @param source the JSON source to parse
  8170. * @return The parsed image processing
  8171. */
  8172. static Parse(source: any): ImageProcessingConfiguration;
  8173. private static _VIGNETTEMODE_MULTIPLY;
  8174. private static _VIGNETTEMODE_OPAQUE;
  8175. /**
  8176. * Used to apply the vignette as a mix with the pixel color.
  8177. */
  8178. static readonly VIGNETTEMODE_MULTIPLY: number;
  8179. /**
  8180. * Used to apply the vignette as a replacement of the pixel color.
  8181. */
  8182. static readonly VIGNETTEMODE_OPAQUE: number;
  8183. }
  8184. }
  8185. declare module BABYLON {
  8186. /** @hidden */
  8187. export var postprocessVertexShader: {
  8188. name: string;
  8189. shader: string;
  8190. };
  8191. }
  8192. declare module BABYLON {
  8193. interface ThinEngine {
  8194. /**
  8195. * Creates a new render target texture
  8196. * @param size defines the size of the texture
  8197. * @param options defines the options used to create the texture
  8198. * @returns a new render target texture stored in an InternalTexture
  8199. */
  8200. createRenderTargetTexture(size: number | {
  8201. width: number;
  8202. height: number;
  8203. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8204. }
  8205. }
  8206. declare module BABYLON {
  8207. /** Defines supported spaces */
  8208. export enum Space {
  8209. /** Local (object) space */
  8210. LOCAL = 0,
  8211. /** World space */
  8212. WORLD = 1,
  8213. /** Bone space */
  8214. BONE = 2
  8215. }
  8216. /** Defines the 3 main axes */
  8217. export class Axis {
  8218. /** X axis */
  8219. static X: Vector3;
  8220. /** Y axis */
  8221. static Y: Vector3;
  8222. /** Z axis */
  8223. static Z: Vector3;
  8224. }
  8225. }
  8226. declare module BABYLON {
  8227. /**
  8228. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8229. * This is the base of the follow, arc rotate cameras and Free camera
  8230. * @see http://doc.babylonjs.com/features/cameras
  8231. */
  8232. export class TargetCamera extends Camera {
  8233. private static _RigCamTransformMatrix;
  8234. private static _TargetTransformMatrix;
  8235. private static _TargetFocalPoint;
  8236. /**
  8237. * Define the current direction the camera is moving to
  8238. */
  8239. cameraDirection: Vector3;
  8240. /**
  8241. * Define the current rotation the camera is rotating to
  8242. */
  8243. cameraRotation: Vector2;
  8244. /**
  8245. * When set, the up vector of the camera will be updated by the rotation of the camera
  8246. */
  8247. updateUpVectorFromRotation: boolean;
  8248. private _tmpQuaternion;
  8249. /**
  8250. * Define the current rotation of the camera
  8251. */
  8252. rotation: Vector3;
  8253. /**
  8254. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8255. */
  8256. rotationQuaternion: Quaternion;
  8257. /**
  8258. * Define the current speed of the camera
  8259. */
  8260. speed: number;
  8261. /**
  8262. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8263. * around all axis.
  8264. */
  8265. noRotationConstraint: boolean;
  8266. /**
  8267. * Define the current target of the camera as an object or a position.
  8268. */
  8269. lockedTarget: any;
  8270. /** @hidden */
  8271. _currentTarget: Vector3;
  8272. /** @hidden */
  8273. _initialFocalDistance: number;
  8274. /** @hidden */
  8275. _viewMatrix: Matrix;
  8276. /** @hidden */
  8277. _camMatrix: Matrix;
  8278. /** @hidden */
  8279. _cameraTransformMatrix: Matrix;
  8280. /** @hidden */
  8281. _cameraRotationMatrix: Matrix;
  8282. /** @hidden */
  8283. _referencePoint: Vector3;
  8284. /** @hidden */
  8285. _transformedReferencePoint: Vector3;
  8286. protected _globalCurrentTarget: Vector3;
  8287. protected _globalCurrentUpVector: Vector3;
  8288. /** @hidden */
  8289. _reset: () => void;
  8290. private _defaultUp;
  8291. /**
  8292. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8293. * This is the base of the follow, arc rotate cameras and Free camera
  8294. * @see http://doc.babylonjs.com/features/cameras
  8295. * @param name Defines the name of the camera in the scene
  8296. * @param position Defines the start position of the camera in the scene
  8297. * @param scene Defines the scene the camera belongs to
  8298. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8299. */
  8300. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8301. /**
  8302. * Gets the position in front of the camera at a given distance.
  8303. * @param distance The distance from the camera we want the position to be
  8304. * @returns the position
  8305. */
  8306. getFrontPosition(distance: number): Vector3;
  8307. /** @hidden */
  8308. _getLockedTargetPosition(): Nullable<Vector3>;
  8309. private _storedPosition;
  8310. private _storedRotation;
  8311. private _storedRotationQuaternion;
  8312. /**
  8313. * Store current camera state of the camera (fov, position, rotation, etc..)
  8314. * @returns the camera
  8315. */
  8316. storeState(): Camera;
  8317. /**
  8318. * Restored camera state. You must call storeState() first
  8319. * @returns whether it was successful or not
  8320. * @hidden
  8321. */
  8322. _restoreStateValues(): boolean;
  8323. /** @hidden */
  8324. _initCache(): void;
  8325. /** @hidden */
  8326. _updateCache(ignoreParentClass?: boolean): void;
  8327. /** @hidden */
  8328. _isSynchronizedViewMatrix(): boolean;
  8329. /** @hidden */
  8330. _computeLocalCameraSpeed(): number;
  8331. /**
  8332. * Defines the target the camera should look at.
  8333. * @param target Defines the new target as a Vector or a mesh
  8334. */
  8335. setTarget(target: Vector3): void;
  8336. /**
  8337. * Return the current target position of the camera. This value is expressed in local space.
  8338. * @returns the target position
  8339. */
  8340. getTarget(): Vector3;
  8341. /** @hidden */
  8342. _decideIfNeedsToMove(): boolean;
  8343. /** @hidden */
  8344. _updatePosition(): void;
  8345. /** @hidden */
  8346. _checkInputs(): void;
  8347. protected _updateCameraRotationMatrix(): void;
  8348. /**
  8349. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8350. * @returns the current camera
  8351. */
  8352. private _rotateUpVectorWithCameraRotationMatrix;
  8353. private _cachedRotationZ;
  8354. private _cachedQuaternionRotationZ;
  8355. /** @hidden */
  8356. _getViewMatrix(): Matrix;
  8357. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8358. /**
  8359. * @hidden
  8360. */
  8361. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8362. /**
  8363. * @hidden
  8364. */
  8365. _updateRigCameras(): void;
  8366. private _getRigCamPositionAndTarget;
  8367. /**
  8368. * Gets the current object class name.
  8369. * @return the class name
  8370. */
  8371. getClassName(): string;
  8372. }
  8373. }
  8374. declare module BABYLON {
  8375. /**
  8376. * Gather the list of keyboard event types as constants.
  8377. */
  8378. export class KeyboardEventTypes {
  8379. /**
  8380. * The keydown event is fired when a key becomes active (pressed).
  8381. */
  8382. static readonly KEYDOWN: number;
  8383. /**
  8384. * The keyup event is fired when a key has been released.
  8385. */
  8386. static readonly KEYUP: number;
  8387. }
  8388. /**
  8389. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8390. */
  8391. export class KeyboardInfo {
  8392. /**
  8393. * Defines the type of event (KeyboardEventTypes)
  8394. */
  8395. type: number;
  8396. /**
  8397. * Defines the related dom event
  8398. */
  8399. event: KeyboardEvent;
  8400. /**
  8401. * Instantiates a new keyboard info.
  8402. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8403. * @param type Defines the type of event (KeyboardEventTypes)
  8404. * @param event Defines the related dom event
  8405. */
  8406. constructor(
  8407. /**
  8408. * Defines the type of event (KeyboardEventTypes)
  8409. */
  8410. type: number,
  8411. /**
  8412. * Defines the related dom event
  8413. */
  8414. event: KeyboardEvent);
  8415. }
  8416. /**
  8417. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8418. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8419. */
  8420. export class KeyboardInfoPre extends KeyboardInfo {
  8421. /**
  8422. * Defines the type of event (KeyboardEventTypes)
  8423. */
  8424. type: number;
  8425. /**
  8426. * Defines the related dom event
  8427. */
  8428. event: KeyboardEvent;
  8429. /**
  8430. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8431. */
  8432. skipOnPointerObservable: boolean;
  8433. /**
  8434. * Instantiates a new keyboard pre info.
  8435. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8436. * @param type Defines the type of event (KeyboardEventTypes)
  8437. * @param event Defines the related dom event
  8438. */
  8439. constructor(
  8440. /**
  8441. * Defines the type of event (KeyboardEventTypes)
  8442. */
  8443. type: number,
  8444. /**
  8445. * Defines the related dom event
  8446. */
  8447. event: KeyboardEvent);
  8448. }
  8449. }
  8450. declare module BABYLON {
  8451. /**
  8452. * Manage the keyboard inputs to control the movement of a free camera.
  8453. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8454. */
  8455. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8456. /**
  8457. * Defines the camera the input is attached to.
  8458. */
  8459. camera: FreeCamera;
  8460. /**
  8461. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8462. */
  8463. keysUp: number[];
  8464. /**
  8465. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8466. */
  8467. keysDown: number[];
  8468. /**
  8469. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8470. */
  8471. keysLeft: number[];
  8472. /**
  8473. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8474. */
  8475. keysRight: number[];
  8476. private _keys;
  8477. private _onCanvasBlurObserver;
  8478. private _onKeyboardObserver;
  8479. private _engine;
  8480. private _scene;
  8481. /**
  8482. * Attach the input controls to a specific dom element to get the input from.
  8483. * @param element Defines the element the controls should be listened from
  8484. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8485. */
  8486. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8487. /**
  8488. * Detach the current controls from the specified dom element.
  8489. * @param element Defines the element to stop listening the inputs from
  8490. */
  8491. detachControl(element: Nullable<HTMLElement>): void;
  8492. /**
  8493. * Update the current camera state depending on the inputs that have been used this frame.
  8494. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8495. */
  8496. checkInputs(): void;
  8497. /**
  8498. * Gets the class name of the current intput.
  8499. * @returns the class name
  8500. */
  8501. getClassName(): string;
  8502. /** @hidden */
  8503. _onLostFocus(): void;
  8504. /**
  8505. * Get the friendly name associated with the input class.
  8506. * @returns the input friendly name
  8507. */
  8508. getSimpleName(): string;
  8509. }
  8510. }
  8511. declare module BABYLON {
  8512. /**
  8513. * Interface describing all the common properties and methods a shadow light needs to implement.
  8514. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8515. * as well as binding the different shadow properties to the effects.
  8516. */
  8517. export interface IShadowLight extends Light {
  8518. /**
  8519. * The light id in the scene (used in scene.findLighById for instance)
  8520. */
  8521. id: string;
  8522. /**
  8523. * The position the shdow will be casted from.
  8524. */
  8525. position: Vector3;
  8526. /**
  8527. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8528. */
  8529. direction: Vector3;
  8530. /**
  8531. * The transformed position. Position of the light in world space taking parenting in account.
  8532. */
  8533. transformedPosition: Vector3;
  8534. /**
  8535. * The transformed direction. Direction of the light in world space taking parenting in account.
  8536. */
  8537. transformedDirection: Vector3;
  8538. /**
  8539. * The friendly name of the light in the scene.
  8540. */
  8541. name: string;
  8542. /**
  8543. * Defines the shadow projection clipping minimum z value.
  8544. */
  8545. shadowMinZ: number;
  8546. /**
  8547. * Defines the shadow projection clipping maximum z value.
  8548. */
  8549. shadowMaxZ: number;
  8550. /**
  8551. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8552. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8553. */
  8554. computeTransformedInformation(): boolean;
  8555. /**
  8556. * Gets the scene the light belongs to.
  8557. * @returns The scene
  8558. */
  8559. getScene(): Scene;
  8560. /**
  8561. * Callback defining a custom Projection Matrix Builder.
  8562. * This can be used to override the default projection matrix computation.
  8563. */
  8564. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8565. /**
  8566. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8567. * @param matrix The materix to updated with the projection information
  8568. * @param viewMatrix The transform matrix of the light
  8569. * @param renderList The list of mesh to render in the map
  8570. * @returns The current light
  8571. */
  8572. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8573. /**
  8574. * Gets the current depth scale used in ESM.
  8575. * @returns The scale
  8576. */
  8577. getDepthScale(): number;
  8578. /**
  8579. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8580. * @returns true if a cube texture needs to be use
  8581. */
  8582. needCube(): boolean;
  8583. /**
  8584. * Detects if the projection matrix requires to be recomputed this frame.
  8585. * @returns true if it requires to be recomputed otherwise, false.
  8586. */
  8587. needProjectionMatrixCompute(): boolean;
  8588. /**
  8589. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8590. */
  8591. forceProjectionMatrixCompute(): void;
  8592. /**
  8593. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8594. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8595. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8596. */
  8597. getShadowDirection(faceIndex?: number): Vector3;
  8598. /**
  8599. * Gets the minZ used for shadow according to both the scene and the light.
  8600. * @param activeCamera The camera we are returning the min for
  8601. * @returns the depth min z
  8602. */
  8603. getDepthMinZ(activeCamera: Camera): number;
  8604. /**
  8605. * Gets the maxZ used for shadow according to both the scene and the light.
  8606. * @param activeCamera The camera we are returning the max for
  8607. * @returns the depth max z
  8608. */
  8609. getDepthMaxZ(activeCamera: Camera): number;
  8610. }
  8611. /**
  8612. * Base implementation IShadowLight
  8613. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8614. */
  8615. export abstract class ShadowLight extends Light implements IShadowLight {
  8616. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8617. protected _position: Vector3;
  8618. protected _setPosition(value: Vector3): void;
  8619. /**
  8620. * Sets the position the shadow will be casted from. Also use as the light position for both
  8621. * point and spot lights.
  8622. */
  8623. /**
  8624. * Sets the position the shadow will be casted from. Also use as the light position for both
  8625. * point and spot lights.
  8626. */
  8627. position: Vector3;
  8628. protected _direction: Vector3;
  8629. protected _setDirection(value: Vector3): void;
  8630. /**
  8631. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8632. * Also use as the light direction on spot and directional lights.
  8633. */
  8634. /**
  8635. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8636. * Also use as the light direction on spot and directional lights.
  8637. */
  8638. direction: Vector3;
  8639. private _shadowMinZ;
  8640. /**
  8641. * Gets the shadow projection clipping minimum z value.
  8642. */
  8643. /**
  8644. * Sets the shadow projection clipping minimum z value.
  8645. */
  8646. shadowMinZ: number;
  8647. private _shadowMaxZ;
  8648. /**
  8649. * Sets the shadow projection clipping maximum z value.
  8650. */
  8651. /**
  8652. * Gets the shadow projection clipping maximum z value.
  8653. */
  8654. shadowMaxZ: number;
  8655. /**
  8656. * Callback defining a custom Projection Matrix Builder.
  8657. * This can be used to override the default projection matrix computation.
  8658. */
  8659. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8660. /**
  8661. * The transformed position. Position of the light in world space taking parenting in account.
  8662. */
  8663. transformedPosition: Vector3;
  8664. /**
  8665. * The transformed direction. Direction of the light in world space taking parenting in account.
  8666. */
  8667. transformedDirection: Vector3;
  8668. private _needProjectionMatrixCompute;
  8669. /**
  8670. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8671. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8672. */
  8673. computeTransformedInformation(): boolean;
  8674. /**
  8675. * Return the depth scale used for the shadow map.
  8676. * @returns the depth scale.
  8677. */
  8678. getDepthScale(): number;
  8679. /**
  8680. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8681. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8682. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8683. */
  8684. getShadowDirection(faceIndex?: number): Vector3;
  8685. /**
  8686. * Returns the ShadowLight absolute position in the World.
  8687. * @returns the position vector in world space
  8688. */
  8689. getAbsolutePosition(): Vector3;
  8690. /**
  8691. * Sets the ShadowLight direction toward the passed target.
  8692. * @param target The point to target in local space
  8693. * @returns the updated ShadowLight direction
  8694. */
  8695. setDirectionToTarget(target: Vector3): Vector3;
  8696. /**
  8697. * Returns the light rotation in euler definition.
  8698. * @returns the x y z rotation in local space.
  8699. */
  8700. getRotation(): Vector3;
  8701. /**
  8702. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8703. * @returns true if a cube texture needs to be use
  8704. */
  8705. needCube(): boolean;
  8706. /**
  8707. * Detects if the projection matrix requires to be recomputed this frame.
  8708. * @returns true if it requires to be recomputed otherwise, false.
  8709. */
  8710. needProjectionMatrixCompute(): boolean;
  8711. /**
  8712. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8713. */
  8714. forceProjectionMatrixCompute(): void;
  8715. /** @hidden */
  8716. _initCache(): void;
  8717. /** @hidden */
  8718. _isSynchronized(): boolean;
  8719. /**
  8720. * Computes the world matrix of the node
  8721. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8722. * @returns the world matrix
  8723. */
  8724. computeWorldMatrix(force?: boolean): Matrix;
  8725. /**
  8726. * Gets the minZ used for shadow according to both the scene and the light.
  8727. * @param activeCamera The camera we are returning the min for
  8728. * @returns the depth min z
  8729. */
  8730. getDepthMinZ(activeCamera: Camera): number;
  8731. /**
  8732. * Gets the maxZ used for shadow according to both the scene and the light.
  8733. * @param activeCamera The camera we are returning the max for
  8734. * @returns the depth max z
  8735. */
  8736. getDepthMaxZ(activeCamera: Camera): number;
  8737. /**
  8738. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8739. * @param matrix The materix to updated with the projection information
  8740. * @param viewMatrix The transform matrix of the light
  8741. * @param renderList The list of mesh to render in the map
  8742. * @returns The current light
  8743. */
  8744. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8745. }
  8746. }
  8747. declare module BABYLON {
  8748. /**
  8749. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8750. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8751. */
  8752. export class EffectFallbacks implements IEffectFallbacks {
  8753. private _defines;
  8754. private _currentRank;
  8755. private _maxRank;
  8756. private _mesh;
  8757. /**
  8758. * Removes the fallback from the bound mesh.
  8759. */
  8760. unBindMesh(): void;
  8761. /**
  8762. * Adds a fallback on the specified property.
  8763. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8764. * @param define The name of the define in the shader
  8765. */
  8766. addFallback(rank: number, define: string): void;
  8767. /**
  8768. * Sets the mesh to use CPU skinning when needing to fallback.
  8769. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8770. * @param mesh The mesh to use the fallbacks.
  8771. */
  8772. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8773. /**
  8774. * Checks to see if more fallbacks are still availible.
  8775. */
  8776. readonly hasMoreFallbacks: boolean;
  8777. /**
  8778. * Removes the defines that should be removed when falling back.
  8779. * @param currentDefines defines the current define statements for the shader.
  8780. * @param effect defines the current effect we try to compile
  8781. * @returns The resulting defines with defines of the current rank removed.
  8782. */
  8783. reduce(currentDefines: string, effect: Effect): string;
  8784. }
  8785. }
  8786. declare module BABYLON {
  8787. /**
  8788. * "Static Class" containing the most commonly used helper while dealing with material for
  8789. * rendering purpose.
  8790. *
  8791. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8792. *
  8793. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8794. */
  8795. export class MaterialHelper {
  8796. /**
  8797. * Bind the current view position to an effect.
  8798. * @param effect The effect to be bound
  8799. * @param scene The scene the eyes position is used from
  8800. */
  8801. static BindEyePosition(effect: Effect, scene: Scene): void;
  8802. /**
  8803. * Helps preparing the defines values about the UVs in used in the effect.
  8804. * UVs are shared as much as we can accross channels in the shaders.
  8805. * @param texture The texture we are preparing the UVs for
  8806. * @param defines The defines to update
  8807. * @param key The channel key "diffuse", "specular"... used in the shader
  8808. */
  8809. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8810. /**
  8811. * Binds a texture matrix value to its corrsponding uniform
  8812. * @param texture The texture to bind the matrix for
  8813. * @param uniformBuffer The uniform buffer receivin the data
  8814. * @param key The channel key "diffuse", "specular"... used in the shader
  8815. */
  8816. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8817. /**
  8818. * Gets the current status of the fog (should it be enabled?)
  8819. * @param mesh defines the mesh to evaluate for fog support
  8820. * @param scene defines the hosting scene
  8821. * @returns true if fog must be enabled
  8822. */
  8823. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8824. /**
  8825. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8826. * @param mesh defines the current mesh
  8827. * @param scene defines the current scene
  8828. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8829. * @param pointsCloud defines if point cloud rendering has to be turned on
  8830. * @param fogEnabled defines if fog has to be turned on
  8831. * @param alphaTest defines if alpha testing has to be turned on
  8832. * @param defines defines the current list of defines
  8833. */
  8834. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8835. /**
  8836. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8837. * @param scene defines the current scene
  8838. * @param engine defines the current engine
  8839. * @param defines specifies the list of active defines
  8840. * @param useInstances defines if instances have to be turned on
  8841. * @param useClipPlane defines if clip plane have to be turned on
  8842. */
  8843. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8844. /**
  8845. * Prepares the defines for bones
  8846. * @param mesh The mesh containing the geometry data we will draw
  8847. * @param defines The defines to update
  8848. */
  8849. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8850. /**
  8851. * Prepares the defines for morph targets
  8852. * @param mesh The mesh containing the geometry data we will draw
  8853. * @param defines The defines to update
  8854. */
  8855. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8856. /**
  8857. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8858. * @param mesh The mesh containing the geometry data we will draw
  8859. * @param defines The defines to update
  8860. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8861. * @param useBones Precise whether bones should be used or not (override mesh info)
  8862. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8863. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8864. * @returns false if defines are considered not dirty and have not been checked
  8865. */
  8866. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8867. /**
  8868. * Prepares the defines related to multiview
  8869. * @param scene The scene we are intending to draw
  8870. * @param defines The defines to update
  8871. */
  8872. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8873. /**
  8874. * Prepares the defines related to the light information passed in parameter
  8875. * @param scene The scene we are intending to draw
  8876. * @param mesh The mesh the effect is compiling for
  8877. * @param light The light the effect is compiling for
  8878. * @param lightIndex The index of the light
  8879. * @param defines The defines to update
  8880. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8881. * @param state Defines the current state regarding what is needed (normals, etc...)
  8882. */
  8883. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8884. needNormals: boolean;
  8885. needRebuild: boolean;
  8886. shadowEnabled: boolean;
  8887. specularEnabled: boolean;
  8888. lightmapMode: boolean;
  8889. }): void;
  8890. /**
  8891. * Prepares the defines related to the light information passed in parameter
  8892. * @param scene The scene we are intending to draw
  8893. * @param mesh The mesh the effect is compiling for
  8894. * @param defines The defines to update
  8895. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8896. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8897. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8898. * @returns true if normals will be required for the rest of the effect
  8899. */
  8900. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8901. /**
  8902. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8903. * @param lightIndex defines the light index
  8904. * @param uniformsList The uniform list
  8905. * @param samplersList The sampler list
  8906. * @param projectedLightTexture defines if projected texture must be used
  8907. * @param uniformBuffersList defines an optional list of uniform buffers
  8908. */
  8909. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8910. /**
  8911. * Prepares the uniforms and samplers list to be used in the effect
  8912. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8913. * @param samplersList The sampler list
  8914. * @param defines The defines helping in the list generation
  8915. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8916. */
  8917. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8918. /**
  8919. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  8920. * @param defines The defines to update while falling back
  8921. * @param fallbacks The authorized effect fallbacks
  8922. * @param maxSimultaneousLights The maximum number of lights allowed
  8923. * @param rank the current rank of the Effect
  8924. * @returns The newly affected rank
  8925. */
  8926. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  8927. private static _TmpMorphInfluencers;
  8928. /**
  8929. * Prepares the list of attributes required for morph targets according to the effect defines.
  8930. * @param attribs The current list of supported attribs
  8931. * @param mesh The mesh to prepare the morph targets attributes for
  8932. * @param influencers The number of influencers
  8933. */
  8934. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  8935. /**
  8936. * Prepares the list of attributes required for morph targets according to the effect defines.
  8937. * @param attribs The current list of supported attribs
  8938. * @param mesh The mesh to prepare the morph targets attributes for
  8939. * @param defines The current Defines of the effect
  8940. */
  8941. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  8942. /**
  8943. * Prepares the list of attributes required for bones according to the effect defines.
  8944. * @param attribs The current list of supported attribs
  8945. * @param mesh The mesh to prepare the bones attributes for
  8946. * @param defines The current Defines of the effect
  8947. * @param fallbacks The current efffect fallback strategy
  8948. */
  8949. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  8950. /**
  8951. * Check and prepare the list of attributes required for instances according to the effect defines.
  8952. * @param attribs The current list of supported attribs
  8953. * @param defines The current MaterialDefines of the effect
  8954. */
  8955. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  8956. /**
  8957. * Add the list of attributes required for instances to the attribs array.
  8958. * @param attribs The current list of supported attribs
  8959. */
  8960. static PushAttributesForInstances(attribs: string[]): void;
  8961. /**
  8962. * Binds the light shadow information to the effect for the given mesh.
  8963. * @param light The light containing the generator
  8964. * @param scene The scene the lights belongs to
  8965. * @param mesh The mesh we are binding the information to render
  8966. * @param lightIndex The light index in the effect used to render the mesh
  8967. * @param effect The effect we are binding the data to
  8968. */
  8969. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  8970. /**
  8971. * Binds the light information to the effect.
  8972. * @param light The light containing the generator
  8973. * @param effect The effect we are binding the data to
  8974. * @param lightIndex The light index in the effect used to render
  8975. */
  8976. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  8977. /**
  8978. * Binds the lights information from the scene to the effect for the given mesh.
  8979. * @param light Light to bind
  8980. * @param lightIndex Light index
  8981. * @param scene The scene where the light belongs to
  8982. * @param mesh The mesh we are binding the information to render
  8983. * @param effect The effect we are binding the data to
  8984. * @param useSpecular Defines if specular is supported
  8985. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  8986. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  8987. */
  8988. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  8989. /**
  8990. * Binds the lights information from the scene to the effect for the given mesh.
  8991. * @param scene The scene the lights belongs to
  8992. * @param mesh The mesh we are binding the information to render
  8993. * @param effect The effect we are binding the data to
  8994. * @param defines The generated defines for the effect
  8995. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  8996. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  8997. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  8998. */
  8999. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9000. private static _tempFogColor;
  9001. /**
  9002. * Binds the fog information from the scene to the effect for the given mesh.
  9003. * @param scene The scene the lights belongs to
  9004. * @param mesh The mesh we are binding the information to render
  9005. * @param effect The effect we are binding the data to
  9006. * @param linearSpace Defines if the fog effect is applied in linear space
  9007. */
  9008. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9009. /**
  9010. * Binds the bones information from the mesh to the effect.
  9011. * @param mesh The mesh we are binding the information to render
  9012. * @param effect The effect we are binding the data to
  9013. */
  9014. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9015. /**
  9016. * Binds the morph targets information from the mesh to the effect.
  9017. * @param abstractMesh The mesh we are binding the information to render
  9018. * @param effect The effect we are binding the data to
  9019. */
  9020. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9021. /**
  9022. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9023. * @param defines The generated defines used in the effect
  9024. * @param effect The effect we are binding the data to
  9025. * @param scene The scene we are willing to render with logarithmic scale for
  9026. */
  9027. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9028. /**
  9029. * Binds the clip plane information from the scene to the effect.
  9030. * @param scene The scene the clip plane information are extracted from
  9031. * @param effect The effect we are binding the data to
  9032. */
  9033. static BindClipPlane(effect: Effect, scene: Scene): void;
  9034. }
  9035. }
  9036. declare module BABYLON {
  9037. /** @hidden */
  9038. export var packingFunctions: {
  9039. name: string;
  9040. shader: string;
  9041. };
  9042. }
  9043. declare module BABYLON {
  9044. /** @hidden */
  9045. export var shadowMapPixelShader: {
  9046. name: string;
  9047. shader: string;
  9048. };
  9049. }
  9050. declare module BABYLON {
  9051. /** @hidden */
  9052. export var bonesDeclaration: {
  9053. name: string;
  9054. shader: string;
  9055. };
  9056. }
  9057. declare module BABYLON {
  9058. /** @hidden */
  9059. export var morphTargetsVertexGlobalDeclaration: {
  9060. name: string;
  9061. shader: string;
  9062. };
  9063. }
  9064. declare module BABYLON {
  9065. /** @hidden */
  9066. export var morphTargetsVertexDeclaration: {
  9067. name: string;
  9068. shader: string;
  9069. };
  9070. }
  9071. declare module BABYLON {
  9072. /** @hidden */
  9073. export var instancesDeclaration: {
  9074. name: string;
  9075. shader: string;
  9076. };
  9077. }
  9078. declare module BABYLON {
  9079. /** @hidden */
  9080. export var helperFunctions: {
  9081. name: string;
  9082. shader: string;
  9083. };
  9084. }
  9085. declare module BABYLON {
  9086. /** @hidden */
  9087. export var morphTargetsVertex: {
  9088. name: string;
  9089. shader: string;
  9090. };
  9091. }
  9092. declare module BABYLON {
  9093. /** @hidden */
  9094. export var instancesVertex: {
  9095. name: string;
  9096. shader: string;
  9097. };
  9098. }
  9099. declare module BABYLON {
  9100. /** @hidden */
  9101. export var bonesVertex: {
  9102. name: string;
  9103. shader: string;
  9104. };
  9105. }
  9106. declare module BABYLON {
  9107. /** @hidden */
  9108. export var shadowMapVertexShader: {
  9109. name: string;
  9110. shader: string;
  9111. };
  9112. }
  9113. declare module BABYLON {
  9114. /** @hidden */
  9115. export var depthBoxBlurPixelShader: {
  9116. name: string;
  9117. shader: string;
  9118. };
  9119. }
  9120. declare module BABYLON {
  9121. /**
  9122. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9123. */
  9124. export interface ICustomShaderOptions {
  9125. /**
  9126. * Gets or sets the custom shader name to use
  9127. */
  9128. shaderName: string;
  9129. /**
  9130. * The list of attribute names used in the shader
  9131. */
  9132. attributes?: string[];
  9133. /**
  9134. * The list of unifrom names used in the shader
  9135. */
  9136. uniforms?: string[];
  9137. /**
  9138. * The list of sampler names used in the shader
  9139. */
  9140. samplers?: string[];
  9141. /**
  9142. * The list of defines used in the shader
  9143. */
  9144. defines?: string[];
  9145. }
  9146. /**
  9147. * Interface to implement to create a shadow generator compatible with BJS.
  9148. */
  9149. export interface IShadowGenerator {
  9150. /**
  9151. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9152. * @returns The render target texture if present otherwise, null
  9153. */
  9154. getShadowMap(): Nullable<RenderTargetTexture>;
  9155. /**
  9156. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9157. * @returns The render target texture if the shadow map is present otherwise, null
  9158. */
  9159. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9160. /**
  9161. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9162. * @param subMesh The submesh we want to render in the shadow map
  9163. * @param useInstances Defines wether will draw in the map using instances
  9164. * @returns true if ready otherwise, false
  9165. */
  9166. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9167. /**
  9168. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9169. * @param defines Defines of the material we want to update
  9170. * @param lightIndex Index of the light in the enabled light list of the material
  9171. */
  9172. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9173. /**
  9174. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9175. * defined in the generator but impacting the effect).
  9176. * It implies the unifroms available on the materials are the standard BJS ones.
  9177. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9178. * @param effect The effect we are binfing the information for
  9179. */
  9180. bindShadowLight(lightIndex: string, effect: Effect): void;
  9181. /**
  9182. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9183. * (eq to shadow prjection matrix * light transform matrix)
  9184. * @returns The transform matrix used to create the shadow map
  9185. */
  9186. getTransformMatrix(): Matrix;
  9187. /**
  9188. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9189. * Cube and 2D textures for instance.
  9190. */
  9191. recreateShadowMap(): void;
  9192. /**
  9193. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9194. * @param onCompiled Callback triggered at the and of the effects compilation
  9195. * @param options Sets of optional options forcing the compilation with different modes
  9196. */
  9197. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9198. useInstances: boolean;
  9199. }>): void;
  9200. /**
  9201. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9202. * @param options Sets of optional options forcing the compilation with different modes
  9203. * @returns A promise that resolves when the compilation completes
  9204. */
  9205. forceCompilationAsync(options?: Partial<{
  9206. useInstances: boolean;
  9207. }>): Promise<void>;
  9208. /**
  9209. * Serializes the shadow generator setup to a json object.
  9210. * @returns The serialized JSON object
  9211. */
  9212. serialize(): any;
  9213. /**
  9214. * Disposes the Shadow map and related Textures and effects.
  9215. */
  9216. dispose(): void;
  9217. }
  9218. /**
  9219. * Default implementation IShadowGenerator.
  9220. * This is the main object responsible of generating shadows in the framework.
  9221. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9222. */
  9223. export class ShadowGenerator implements IShadowGenerator {
  9224. /**
  9225. * Shadow generator mode None: no filtering applied.
  9226. */
  9227. static readonly FILTER_NONE: number;
  9228. /**
  9229. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9230. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9231. */
  9232. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9233. /**
  9234. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9235. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9236. */
  9237. static readonly FILTER_POISSONSAMPLING: number;
  9238. /**
  9239. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9240. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9241. */
  9242. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9243. /**
  9244. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9245. * edge artifacts on steep falloff.
  9246. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9247. */
  9248. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9249. /**
  9250. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9251. * edge artifacts on steep falloff.
  9252. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9253. */
  9254. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9255. /**
  9256. * Shadow generator mode PCF: Percentage Closer Filtering
  9257. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9258. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9259. */
  9260. static readonly FILTER_PCF: number;
  9261. /**
  9262. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9263. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9264. * Contact Hardening
  9265. */
  9266. static readonly FILTER_PCSS: number;
  9267. /**
  9268. * Reserved for PCF and PCSS
  9269. * Highest Quality.
  9270. *
  9271. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9272. *
  9273. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9274. */
  9275. static readonly QUALITY_HIGH: number;
  9276. /**
  9277. * Reserved for PCF and PCSS
  9278. * Good tradeoff for quality/perf cross devices
  9279. *
  9280. * Execute PCF on a 3*3 kernel.
  9281. *
  9282. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9283. */
  9284. static readonly QUALITY_MEDIUM: number;
  9285. /**
  9286. * Reserved for PCF and PCSS
  9287. * The lowest quality but the fastest.
  9288. *
  9289. * Execute PCF on a 1*1 kernel.
  9290. *
  9291. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9292. */
  9293. static readonly QUALITY_LOW: number;
  9294. /** Gets or sets the custom shader name to use */
  9295. customShaderOptions: ICustomShaderOptions;
  9296. /**
  9297. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9298. */
  9299. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9300. /**
  9301. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9302. */
  9303. onAfterShadowMapRenderObservable: Observable<Effect>;
  9304. /**
  9305. * Observable triggered before a mesh is rendered in the shadow map.
  9306. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9307. */
  9308. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9309. /**
  9310. * Observable triggered after a mesh is rendered in the shadow map.
  9311. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9312. */
  9313. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9314. private _bias;
  9315. /**
  9316. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9317. */
  9318. /**
  9319. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9320. */
  9321. bias: number;
  9322. private _normalBias;
  9323. /**
  9324. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9325. */
  9326. /**
  9327. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9328. */
  9329. normalBias: number;
  9330. private _blurBoxOffset;
  9331. /**
  9332. * Gets the blur box offset: offset applied during the blur pass.
  9333. * Only useful if useKernelBlur = false
  9334. */
  9335. /**
  9336. * Sets the blur box offset: offset applied during the blur pass.
  9337. * Only useful if useKernelBlur = false
  9338. */
  9339. blurBoxOffset: number;
  9340. private _blurScale;
  9341. /**
  9342. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9343. * 2 means half of the size.
  9344. */
  9345. /**
  9346. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9347. * 2 means half of the size.
  9348. */
  9349. blurScale: number;
  9350. private _blurKernel;
  9351. /**
  9352. * Gets the blur kernel: kernel size of the blur pass.
  9353. * Only useful if useKernelBlur = true
  9354. */
  9355. /**
  9356. * Sets the blur kernel: kernel size of the blur pass.
  9357. * Only useful if useKernelBlur = true
  9358. */
  9359. blurKernel: number;
  9360. private _useKernelBlur;
  9361. /**
  9362. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9363. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9364. */
  9365. /**
  9366. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9367. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9368. */
  9369. useKernelBlur: boolean;
  9370. private _depthScale;
  9371. /**
  9372. * Gets the depth scale used in ESM mode.
  9373. */
  9374. /**
  9375. * Sets the depth scale used in ESM mode.
  9376. * This can override the scale stored on the light.
  9377. */
  9378. depthScale: number;
  9379. private _filter;
  9380. /**
  9381. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9382. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9383. */
  9384. /**
  9385. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9386. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9387. */
  9388. filter: number;
  9389. /**
  9390. * Gets if the current filter is set to Poisson Sampling.
  9391. */
  9392. /**
  9393. * Sets the current filter to Poisson Sampling.
  9394. */
  9395. usePoissonSampling: boolean;
  9396. /**
  9397. * Gets if the current filter is set to ESM.
  9398. */
  9399. /**
  9400. * Sets the current filter is to ESM.
  9401. */
  9402. useExponentialShadowMap: boolean;
  9403. /**
  9404. * Gets if the current filter is set to filtered ESM.
  9405. */
  9406. /**
  9407. * Gets if the current filter is set to filtered ESM.
  9408. */
  9409. useBlurExponentialShadowMap: boolean;
  9410. /**
  9411. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9412. * exponential to prevent steep falloff artifacts).
  9413. */
  9414. /**
  9415. * Sets the current filter to "close ESM" (using the inverse of the
  9416. * exponential to prevent steep falloff artifacts).
  9417. */
  9418. useCloseExponentialShadowMap: boolean;
  9419. /**
  9420. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9421. * exponential to prevent steep falloff artifacts).
  9422. */
  9423. /**
  9424. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9425. * exponential to prevent steep falloff artifacts).
  9426. */
  9427. useBlurCloseExponentialShadowMap: boolean;
  9428. /**
  9429. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9430. */
  9431. /**
  9432. * Sets the current filter to "PCF" (percentage closer filtering).
  9433. */
  9434. usePercentageCloserFiltering: boolean;
  9435. private _filteringQuality;
  9436. /**
  9437. * Gets the PCF or PCSS Quality.
  9438. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9439. */
  9440. /**
  9441. * Sets the PCF or PCSS Quality.
  9442. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9443. */
  9444. filteringQuality: number;
  9445. /**
  9446. * Gets if the current filter is set to "PCSS" (contact hardening).
  9447. */
  9448. /**
  9449. * Sets the current filter to "PCSS" (contact hardening).
  9450. */
  9451. useContactHardeningShadow: boolean;
  9452. private _contactHardeningLightSizeUVRatio;
  9453. /**
  9454. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9455. * Using a ratio helps keeping shape stability independently of the map size.
  9456. *
  9457. * It does not account for the light projection as it was having too much
  9458. * instability during the light setup or during light position changes.
  9459. *
  9460. * Only valid if useContactHardeningShadow is true.
  9461. */
  9462. /**
  9463. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9464. * Using a ratio helps keeping shape stability independently of the map size.
  9465. *
  9466. * It does not account for the light projection as it was having too much
  9467. * instability during the light setup or during light position changes.
  9468. *
  9469. * Only valid if useContactHardeningShadow is true.
  9470. */
  9471. contactHardeningLightSizeUVRatio: number;
  9472. private _darkness;
  9473. /** Gets or sets the actual darkness of a shadow */
  9474. darkness: number;
  9475. /**
  9476. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9477. * 0 means strongest and 1 would means no shadow.
  9478. * @returns the darkness.
  9479. */
  9480. getDarkness(): number;
  9481. /**
  9482. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9483. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9484. * @returns the shadow generator allowing fluent coding.
  9485. */
  9486. setDarkness(darkness: number): ShadowGenerator;
  9487. private _transparencyShadow;
  9488. /** Gets or sets the ability to have transparent shadow */
  9489. transparencyShadow: boolean;
  9490. /**
  9491. * Sets the ability to have transparent shadow (boolean).
  9492. * @param transparent True if transparent else False
  9493. * @returns the shadow generator allowing fluent coding
  9494. */
  9495. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9496. private _shadowMap;
  9497. private _shadowMap2;
  9498. /**
  9499. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9500. * @returns The render target texture if present otherwise, null
  9501. */
  9502. getShadowMap(): Nullable<RenderTargetTexture>;
  9503. /**
  9504. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9505. * @returns The render target texture if the shadow map is present otherwise, null
  9506. */
  9507. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9508. /**
  9509. * Gets the class name of that object
  9510. * @returns "ShadowGenerator"
  9511. */
  9512. getClassName(): string;
  9513. /**
  9514. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9515. * @param mesh Mesh to add
  9516. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9517. * @returns the Shadow Generator itself
  9518. */
  9519. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9520. /**
  9521. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9522. * @param mesh Mesh to remove
  9523. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9524. * @returns the Shadow Generator itself
  9525. */
  9526. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9527. /**
  9528. * Controls the extent to which the shadows fade out at the edge of the frustum
  9529. * Used only by directionals and spots
  9530. */
  9531. frustumEdgeFalloff: number;
  9532. private _light;
  9533. /**
  9534. * Returns the associated light object.
  9535. * @returns the light generating the shadow
  9536. */
  9537. getLight(): IShadowLight;
  9538. /**
  9539. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9540. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9541. * It might on the other hand introduce peter panning.
  9542. */
  9543. forceBackFacesOnly: boolean;
  9544. private _scene;
  9545. private _lightDirection;
  9546. private _effect;
  9547. private _viewMatrix;
  9548. private _projectionMatrix;
  9549. private _transformMatrix;
  9550. private _cachedPosition;
  9551. private _cachedDirection;
  9552. private _cachedDefines;
  9553. private _currentRenderID;
  9554. private _boxBlurPostprocess;
  9555. private _kernelBlurXPostprocess;
  9556. private _kernelBlurYPostprocess;
  9557. private _blurPostProcesses;
  9558. private _mapSize;
  9559. private _currentFaceIndex;
  9560. private _currentFaceIndexCache;
  9561. private _textureType;
  9562. private _defaultTextureMatrix;
  9563. private _storedUniqueId;
  9564. /** @hidden */
  9565. static _SceneComponentInitialization: (scene: Scene) => void;
  9566. /**
  9567. * Creates a ShadowGenerator object.
  9568. * A ShadowGenerator is the required tool to use the shadows.
  9569. * Each light casting shadows needs to use its own ShadowGenerator.
  9570. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9571. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9572. * @param light The light object generating the shadows.
  9573. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9574. */
  9575. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9576. private _initializeGenerator;
  9577. private _initializeShadowMap;
  9578. private _initializeBlurRTTAndPostProcesses;
  9579. private _renderForShadowMap;
  9580. private _renderSubMeshForShadowMap;
  9581. private _applyFilterValues;
  9582. /**
  9583. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9584. * @param onCompiled Callback triggered at the and of the effects compilation
  9585. * @param options Sets of optional options forcing the compilation with different modes
  9586. */
  9587. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9588. useInstances: boolean;
  9589. }>): void;
  9590. /**
  9591. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9592. * @param options Sets of optional options forcing the compilation with different modes
  9593. * @returns A promise that resolves when the compilation completes
  9594. */
  9595. forceCompilationAsync(options?: Partial<{
  9596. useInstances: boolean;
  9597. }>): Promise<void>;
  9598. /**
  9599. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9600. * @param subMesh The submesh we want to render in the shadow map
  9601. * @param useInstances Defines wether will draw in the map using instances
  9602. * @returns true if ready otherwise, false
  9603. */
  9604. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9605. /**
  9606. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9607. * @param defines Defines of the material we want to update
  9608. * @param lightIndex Index of the light in the enabled light list of the material
  9609. */
  9610. prepareDefines(defines: any, lightIndex: number): void;
  9611. /**
  9612. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9613. * defined in the generator but impacting the effect).
  9614. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9615. * @param effect The effect we are binfing the information for
  9616. */
  9617. bindShadowLight(lightIndex: string, effect: Effect): void;
  9618. /**
  9619. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9620. * (eq to shadow prjection matrix * light transform matrix)
  9621. * @returns The transform matrix used to create the shadow map
  9622. */
  9623. getTransformMatrix(): Matrix;
  9624. /**
  9625. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9626. * Cube and 2D textures for instance.
  9627. */
  9628. recreateShadowMap(): void;
  9629. private _disposeBlurPostProcesses;
  9630. private _disposeRTTandPostProcesses;
  9631. /**
  9632. * Disposes the ShadowGenerator.
  9633. * Returns nothing.
  9634. */
  9635. dispose(): void;
  9636. /**
  9637. * Serializes the shadow generator setup to a json object.
  9638. * @returns The serialized JSON object
  9639. */
  9640. serialize(): any;
  9641. /**
  9642. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9643. * @param parsedShadowGenerator The JSON object to parse
  9644. * @param scene The scene to create the shadow map for
  9645. * @returns The parsed shadow generator
  9646. */
  9647. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9648. }
  9649. }
  9650. declare module BABYLON {
  9651. /**
  9652. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9653. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9654. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9655. */
  9656. export abstract class Light extends Node {
  9657. /**
  9658. * Falloff Default: light is falling off following the material specification:
  9659. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9660. */
  9661. static readonly FALLOFF_DEFAULT: number;
  9662. /**
  9663. * Falloff Physical: light is falling off following the inverse squared distance law.
  9664. */
  9665. static readonly FALLOFF_PHYSICAL: number;
  9666. /**
  9667. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9668. * to enhance interoperability with other engines.
  9669. */
  9670. static readonly FALLOFF_GLTF: number;
  9671. /**
  9672. * Falloff Standard: light is falling off like in the standard material
  9673. * to enhance interoperability with other materials.
  9674. */
  9675. static readonly FALLOFF_STANDARD: number;
  9676. /**
  9677. * If every light affecting the material is in this lightmapMode,
  9678. * material.lightmapTexture adds or multiplies
  9679. * (depends on material.useLightmapAsShadowmap)
  9680. * after every other light calculations.
  9681. */
  9682. static readonly LIGHTMAP_DEFAULT: number;
  9683. /**
  9684. * material.lightmapTexture as only diffuse lighting from this light
  9685. * adds only specular lighting from this light
  9686. * adds dynamic shadows
  9687. */
  9688. static readonly LIGHTMAP_SPECULAR: number;
  9689. /**
  9690. * material.lightmapTexture as only lighting
  9691. * no light calculation from this light
  9692. * only adds dynamic shadows from this light
  9693. */
  9694. static readonly LIGHTMAP_SHADOWSONLY: number;
  9695. /**
  9696. * Each light type uses the default quantity according to its type:
  9697. * point/spot lights use luminous intensity
  9698. * directional lights use illuminance
  9699. */
  9700. static readonly INTENSITYMODE_AUTOMATIC: number;
  9701. /**
  9702. * lumen (lm)
  9703. */
  9704. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9705. /**
  9706. * candela (lm/sr)
  9707. */
  9708. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9709. /**
  9710. * lux (lm/m^2)
  9711. */
  9712. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9713. /**
  9714. * nit (cd/m^2)
  9715. */
  9716. static readonly INTENSITYMODE_LUMINANCE: number;
  9717. /**
  9718. * Light type const id of the point light.
  9719. */
  9720. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9721. /**
  9722. * Light type const id of the directional light.
  9723. */
  9724. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9725. /**
  9726. * Light type const id of the spot light.
  9727. */
  9728. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9729. /**
  9730. * Light type const id of the hemispheric light.
  9731. */
  9732. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9733. /**
  9734. * Diffuse gives the basic color to an object.
  9735. */
  9736. diffuse: Color3;
  9737. /**
  9738. * Specular produces a highlight color on an object.
  9739. * Note: This is note affecting PBR materials.
  9740. */
  9741. specular: Color3;
  9742. /**
  9743. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9744. * falling off base on range or angle.
  9745. * This can be set to any values in Light.FALLOFF_x.
  9746. *
  9747. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9748. * other types of materials.
  9749. */
  9750. falloffType: number;
  9751. /**
  9752. * Strength of the light.
  9753. * Note: By default it is define in the framework own unit.
  9754. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9755. */
  9756. intensity: number;
  9757. private _range;
  9758. protected _inverseSquaredRange: number;
  9759. /**
  9760. * Defines how far from the source the light is impacting in scene units.
  9761. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9762. */
  9763. /**
  9764. * Defines how far from the source the light is impacting in scene units.
  9765. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9766. */
  9767. range: number;
  9768. /**
  9769. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9770. * of light.
  9771. */
  9772. private _photometricScale;
  9773. private _intensityMode;
  9774. /**
  9775. * Gets the photometric scale used to interpret the intensity.
  9776. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9777. */
  9778. /**
  9779. * Sets the photometric scale used to interpret the intensity.
  9780. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9781. */
  9782. intensityMode: number;
  9783. private _radius;
  9784. /**
  9785. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9786. */
  9787. /**
  9788. * sets the light radius used by PBR Materials to simulate soft area lights.
  9789. */
  9790. radius: number;
  9791. private _renderPriority;
  9792. /**
  9793. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9794. * exceeding the number allowed of the materials.
  9795. */
  9796. renderPriority: number;
  9797. private _shadowEnabled;
  9798. /**
  9799. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9800. * the current shadow generator.
  9801. */
  9802. /**
  9803. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9804. * the current shadow generator.
  9805. */
  9806. shadowEnabled: boolean;
  9807. private _includedOnlyMeshes;
  9808. /**
  9809. * Gets the only meshes impacted by this light.
  9810. */
  9811. /**
  9812. * Sets the only meshes impacted by this light.
  9813. */
  9814. includedOnlyMeshes: AbstractMesh[];
  9815. private _excludedMeshes;
  9816. /**
  9817. * Gets the meshes not impacted by this light.
  9818. */
  9819. /**
  9820. * Sets the meshes not impacted by this light.
  9821. */
  9822. excludedMeshes: AbstractMesh[];
  9823. private _excludeWithLayerMask;
  9824. /**
  9825. * Gets the layer id use to find what meshes are not impacted by the light.
  9826. * Inactive if 0
  9827. */
  9828. /**
  9829. * Sets the layer id use to find what meshes are not impacted by the light.
  9830. * Inactive if 0
  9831. */
  9832. excludeWithLayerMask: number;
  9833. private _includeOnlyWithLayerMask;
  9834. /**
  9835. * Gets the layer id use to find what meshes are impacted by the light.
  9836. * Inactive if 0
  9837. */
  9838. /**
  9839. * Sets the layer id use to find what meshes are impacted by the light.
  9840. * Inactive if 0
  9841. */
  9842. includeOnlyWithLayerMask: number;
  9843. private _lightmapMode;
  9844. /**
  9845. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9846. */
  9847. /**
  9848. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9849. */
  9850. lightmapMode: number;
  9851. /**
  9852. * Shadow generator associted to the light.
  9853. * @hidden Internal use only.
  9854. */
  9855. _shadowGenerator: Nullable<IShadowGenerator>;
  9856. /**
  9857. * @hidden Internal use only.
  9858. */
  9859. _excludedMeshesIds: string[];
  9860. /**
  9861. * @hidden Internal use only.
  9862. */
  9863. _includedOnlyMeshesIds: string[];
  9864. /**
  9865. * The current light unifom buffer.
  9866. * @hidden Internal use only.
  9867. */
  9868. _uniformBuffer: UniformBuffer;
  9869. /**
  9870. * Creates a Light object in the scene.
  9871. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9872. * @param name The firendly name of the light
  9873. * @param scene The scene the light belongs too
  9874. */
  9875. constructor(name: string, scene: Scene);
  9876. protected abstract _buildUniformLayout(): void;
  9877. /**
  9878. * Sets the passed Effect "effect" with the Light information.
  9879. * @param effect The effect to update
  9880. * @param lightIndex The index of the light in the effect to update
  9881. * @returns The light
  9882. */
  9883. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9884. /**
  9885. * Sets the passed Effect "effect" with the Light information.
  9886. * @param effect The effect to update
  9887. * @param lightDataUniformName The uniform used to store light data (position or direction)
  9888. * @returns The light
  9889. */
  9890. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  9891. /**
  9892. * Returns the string "Light".
  9893. * @returns the class name
  9894. */
  9895. getClassName(): string;
  9896. /** @hidden */
  9897. readonly _isLight: boolean;
  9898. /**
  9899. * Converts the light information to a readable string for debug purpose.
  9900. * @param fullDetails Supports for multiple levels of logging within scene loading
  9901. * @returns the human readable light info
  9902. */
  9903. toString(fullDetails?: boolean): string;
  9904. /** @hidden */
  9905. protected _syncParentEnabledState(): void;
  9906. /**
  9907. * Set the enabled state of this node.
  9908. * @param value - the new enabled state
  9909. */
  9910. setEnabled(value: boolean): void;
  9911. /**
  9912. * Returns the Light associated shadow generator if any.
  9913. * @return the associated shadow generator.
  9914. */
  9915. getShadowGenerator(): Nullable<IShadowGenerator>;
  9916. /**
  9917. * Returns a Vector3, the absolute light position in the World.
  9918. * @returns the world space position of the light
  9919. */
  9920. getAbsolutePosition(): Vector3;
  9921. /**
  9922. * Specifies if the light will affect the passed mesh.
  9923. * @param mesh The mesh to test against the light
  9924. * @return true the mesh is affected otherwise, false.
  9925. */
  9926. canAffectMesh(mesh: AbstractMesh): boolean;
  9927. /**
  9928. * Sort function to order lights for rendering.
  9929. * @param a First Light object to compare to second.
  9930. * @param b Second Light object to compare first.
  9931. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  9932. */
  9933. static CompareLightsPriority(a: Light, b: Light): number;
  9934. /**
  9935. * Releases resources associated with this node.
  9936. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  9937. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  9938. */
  9939. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  9940. /**
  9941. * Returns the light type ID (integer).
  9942. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  9943. */
  9944. getTypeID(): number;
  9945. /**
  9946. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  9947. * @returns the scaled intensity in intensity mode unit
  9948. */
  9949. getScaledIntensity(): number;
  9950. /**
  9951. * Returns a new Light object, named "name", from the current one.
  9952. * @param name The name of the cloned light
  9953. * @returns the new created light
  9954. */
  9955. clone(name: string): Nullable<Light>;
  9956. /**
  9957. * Serializes the current light into a Serialization object.
  9958. * @returns the serialized object.
  9959. */
  9960. serialize(): any;
  9961. /**
  9962. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  9963. * This new light is named "name" and added to the passed scene.
  9964. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  9965. * @param name The friendly name of the light
  9966. * @param scene The scene the new light will belong to
  9967. * @returns the constructor function
  9968. */
  9969. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  9970. /**
  9971. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  9972. * @param parsedLight The JSON representation of the light
  9973. * @param scene The scene to create the parsed light in
  9974. * @returns the created light after parsing
  9975. */
  9976. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  9977. private _hookArrayForExcluded;
  9978. private _hookArrayForIncludedOnly;
  9979. private _resyncMeshes;
  9980. /**
  9981. * Forces the meshes to update their light related information in their rendering used effects
  9982. * @hidden Internal Use Only
  9983. */
  9984. _markMeshesAsLightDirty(): void;
  9985. /**
  9986. * Recomputes the cached photometric scale if needed.
  9987. */
  9988. private _computePhotometricScale;
  9989. /**
  9990. * Returns the Photometric Scale according to the light type and intensity mode.
  9991. */
  9992. private _getPhotometricScale;
  9993. /**
  9994. * Reorder the light in the scene according to their defined priority.
  9995. * @hidden Internal Use Only
  9996. */
  9997. _reorderLightsInScene(): void;
  9998. /**
  9999. * Prepares the list of defines specific to the light type.
  10000. * @param defines the list of defines
  10001. * @param lightIndex defines the index of the light for the effect
  10002. */
  10003. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10004. }
  10005. }
  10006. declare module BABYLON {
  10007. /**
  10008. * Interface used to define Action
  10009. */
  10010. export interface IAction {
  10011. /**
  10012. * Trigger for the action
  10013. */
  10014. trigger: number;
  10015. /** Options of the trigger */
  10016. triggerOptions: any;
  10017. /**
  10018. * Gets the trigger parameters
  10019. * @returns the trigger parameters
  10020. */
  10021. getTriggerParameter(): any;
  10022. /**
  10023. * Internal only - executes current action event
  10024. * @hidden
  10025. */
  10026. _executeCurrent(evt?: ActionEvent): void;
  10027. /**
  10028. * Serialize placeholder for child classes
  10029. * @param parent of child
  10030. * @returns the serialized object
  10031. */
  10032. serialize(parent: any): any;
  10033. /**
  10034. * Internal only
  10035. * @hidden
  10036. */
  10037. _prepare(): void;
  10038. /**
  10039. * Internal only - manager for action
  10040. * @hidden
  10041. */
  10042. _actionManager: AbstractActionManager;
  10043. /**
  10044. * Adds action to chain of actions, may be a DoNothingAction
  10045. * @param action defines the next action to execute
  10046. * @returns The action passed in
  10047. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10048. */
  10049. then(action: IAction): IAction;
  10050. }
  10051. /**
  10052. * The action to be carried out following a trigger
  10053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10054. */
  10055. export class Action implements IAction {
  10056. /** the trigger, with or without parameters, for the action */
  10057. triggerOptions: any;
  10058. /**
  10059. * Trigger for the action
  10060. */
  10061. trigger: number;
  10062. /**
  10063. * Internal only - manager for action
  10064. * @hidden
  10065. */
  10066. _actionManager: ActionManager;
  10067. private _nextActiveAction;
  10068. private _child;
  10069. private _condition?;
  10070. private _triggerParameter;
  10071. /**
  10072. * An event triggered prior to action being executed.
  10073. */
  10074. onBeforeExecuteObservable: Observable<Action>;
  10075. /**
  10076. * Creates a new Action
  10077. * @param triggerOptions the trigger, with or without parameters, for the action
  10078. * @param condition an optional determinant of action
  10079. */
  10080. constructor(
  10081. /** the trigger, with or without parameters, for the action */
  10082. triggerOptions: any, condition?: Condition);
  10083. /**
  10084. * Internal only
  10085. * @hidden
  10086. */
  10087. _prepare(): void;
  10088. /**
  10089. * Gets the trigger parameters
  10090. * @returns the trigger parameters
  10091. */
  10092. getTriggerParameter(): any;
  10093. /**
  10094. * Internal only - executes current action event
  10095. * @hidden
  10096. */
  10097. _executeCurrent(evt?: ActionEvent): void;
  10098. /**
  10099. * Execute placeholder for child classes
  10100. * @param evt optional action event
  10101. */
  10102. execute(evt?: ActionEvent): void;
  10103. /**
  10104. * Skips to next active action
  10105. */
  10106. skipToNextActiveAction(): void;
  10107. /**
  10108. * Adds action to chain of actions, may be a DoNothingAction
  10109. * @param action defines the next action to execute
  10110. * @returns The action passed in
  10111. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10112. */
  10113. then(action: Action): Action;
  10114. /**
  10115. * Internal only
  10116. * @hidden
  10117. */
  10118. _getProperty(propertyPath: string): string;
  10119. /**
  10120. * Internal only
  10121. * @hidden
  10122. */
  10123. _getEffectiveTarget(target: any, propertyPath: string): any;
  10124. /**
  10125. * Serialize placeholder for child classes
  10126. * @param parent of child
  10127. * @returns the serialized object
  10128. */
  10129. serialize(parent: any): any;
  10130. /**
  10131. * Internal only called by serialize
  10132. * @hidden
  10133. */
  10134. protected _serialize(serializedAction: any, parent?: any): any;
  10135. /**
  10136. * Internal only
  10137. * @hidden
  10138. */
  10139. static _SerializeValueAsString: (value: any) => string;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. static _GetTargetProperty: (target: Node | Scene) => {
  10145. name: string;
  10146. targetType: string;
  10147. value: string;
  10148. };
  10149. }
  10150. }
  10151. declare module BABYLON {
  10152. /**
  10153. * A Condition applied to an Action
  10154. */
  10155. export class Condition {
  10156. /**
  10157. * Internal only - manager for action
  10158. * @hidden
  10159. */
  10160. _actionManager: ActionManager;
  10161. /**
  10162. * Internal only
  10163. * @hidden
  10164. */
  10165. _evaluationId: number;
  10166. /**
  10167. * Internal only
  10168. * @hidden
  10169. */
  10170. _currentResult: boolean;
  10171. /**
  10172. * Creates a new Condition
  10173. * @param actionManager the manager of the action the condition is applied to
  10174. */
  10175. constructor(actionManager: ActionManager);
  10176. /**
  10177. * Check if the current condition is valid
  10178. * @returns a boolean
  10179. */
  10180. isValid(): boolean;
  10181. /**
  10182. * Internal only
  10183. * @hidden
  10184. */
  10185. _getProperty(propertyPath: string): string;
  10186. /**
  10187. * Internal only
  10188. * @hidden
  10189. */
  10190. _getEffectiveTarget(target: any, propertyPath: string): any;
  10191. /**
  10192. * Serialize placeholder for child classes
  10193. * @returns the serialized object
  10194. */
  10195. serialize(): any;
  10196. /**
  10197. * Internal only
  10198. * @hidden
  10199. */
  10200. protected _serialize(serializedCondition: any): any;
  10201. }
  10202. /**
  10203. * Defines specific conditional operators as extensions of Condition
  10204. */
  10205. export class ValueCondition extends Condition {
  10206. /** path to specify the property of the target the conditional operator uses */
  10207. propertyPath: string;
  10208. /** the value compared by the conditional operator against the current value of the property */
  10209. value: any;
  10210. /** the conditional operator, default ValueCondition.IsEqual */
  10211. operator: number;
  10212. /**
  10213. * Internal only
  10214. * @hidden
  10215. */
  10216. private static _IsEqual;
  10217. /**
  10218. * Internal only
  10219. * @hidden
  10220. */
  10221. private static _IsDifferent;
  10222. /**
  10223. * Internal only
  10224. * @hidden
  10225. */
  10226. private static _IsGreater;
  10227. /**
  10228. * Internal only
  10229. * @hidden
  10230. */
  10231. private static _IsLesser;
  10232. /**
  10233. * returns the number for IsEqual
  10234. */
  10235. static readonly IsEqual: number;
  10236. /**
  10237. * Returns the number for IsDifferent
  10238. */
  10239. static readonly IsDifferent: number;
  10240. /**
  10241. * Returns the number for IsGreater
  10242. */
  10243. static readonly IsGreater: number;
  10244. /**
  10245. * Returns the number for IsLesser
  10246. */
  10247. static readonly IsLesser: number;
  10248. /**
  10249. * Internal only The action manager for the condition
  10250. * @hidden
  10251. */
  10252. _actionManager: ActionManager;
  10253. /**
  10254. * Internal only
  10255. * @hidden
  10256. */
  10257. private _target;
  10258. /**
  10259. * Internal only
  10260. * @hidden
  10261. */
  10262. private _effectiveTarget;
  10263. /**
  10264. * Internal only
  10265. * @hidden
  10266. */
  10267. private _property;
  10268. /**
  10269. * Creates a new ValueCondition
  10270. * @param actionManager manager for the action the condition applies to
  10271. * @param target for the action
  10272. * @param propertyPath path to specify the property of the target the conditional operator uses
  10273. * @param value the value compared by the conditional operator against the current value of the property
  10274. * @param operator the conditional operator, default ValueCondition.IsEqual
  10275. */
  10276. constructor(actionManager: ActionManager, target: any,
  10277. /** path to specify the property of the target the conditional operator uses */
  10278. propertyPath: string,
  10279. /** the value compared by the conditional operator against the current value of the property */
  10280. value: any,
  10281. /** the conditional operator, default ValueCondition.IsEqual */
  10282. operator?: number);
  10283. /**
  10284. * Compares the given value with the property value for the specified conditional operator
  10285. * @returns the result of the comparison
  10286. */
  10287. isValid(): boolean;
  10288. /**
  10289. * Serialize the ValueCondition into a JSON compatible object
  10290. * @returns serialization object
  10291. */
  10292. serialize(): any;
  10293. /**
  10294. * Gets the name of the conditional operator for the ValueCondition
  10295. * @param operator the conditional operator
  10296. * @returns the name
  10297. */
  10298. static GetOperatorName(operator: number): string;
  10299. }
  10300. /**
  10301. * Defines a predicate condition as an extension of Condition
  10302. */
  10303. export class PredicateCondition extends Condition {
  10304. /** defines the predicate function used to validate the condition */
  10305. predicate: () => boolean;
  10306. /**
  10307. * Internal only - manager for action
  10308. * @hidden
  10309. */
  10310. _actionManager: ActionManager;
  10311. /**
  10312. * Creates a new PredicateCondition
  10313. * @param actionManager manager for the action the condition applies to
  10314. * @param predicate defines the predicate function used to validate the condition
  10315. */
  10316. constructor(actionManager: ActionManager,
  10317. /** defines the predicate function used to validate the condition */
  10318. predicate: () => boolean);
  10319. /**
  10320. * @returns the validity of the predicate condition
  10321. */
  10322. isValid(): boolean;
  10323. }
  10324. /**
  10325. * Defines a state condition as an extension of Condition
  10326. */
  10327. export class StateCondition extends Condition {
  10328. /** Value to compare with target state */
  10329. value: string;
  10330. /**
  10331. * Internal only - manager for action
  10332. * @hidden
  10333. */
  10334. _actionManager: ActionManager;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private _target;
  10340. /**
  10341. * Creates a new StateCondition
  10342. * @param actionManager manager for the action the condition applies to
  10343. * @param target of the condition
  10344. * @param value to compare with target state
  10345. */
  10346. constructor(actionManager: ActionManager, target: any,
  10347. /** Value to compare with target state */
  10348. value: string);
  10349. /**
  10350. * Gets a boolean indicating if the current condition is met
  10351. * @returns the validity of the state
  10352. */
  10353. isValid(): boolean;
  10354. /**
  10355. * Serialize the StateCondition into a JSON compatible object
  10356. * @returns serialization object
  10357. */
  10358. serialize(): any;
  10359. }
  10360. }
  10361. declare module BABYLON {
  10362. /**
  10363. * This defines an action responsible to toggle a boolean once triggered.
  10364. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10365. */
  10366. export class SwitchBooleanAction extends Action {
  10367. /**
  10368. * The path to the boolean property in the target object
  10369. */
  10370. propertyPath: string;
  10371. private _target;
  10372. private _effectiveTarget;
  10373. private _property;
  10374. /**
  10375. * Instantiate the action
  10376. * @param triggerOptions defines the trigger options
  10377. * @param target defines the object containing the boolean
  10378. * @param propertyPath defines the path to the boolean property in the target object
  10379. * @param condition defines the trigger related conditions
  10380. */
  10381. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10382. /** @hidden */
  10383. _prepare(): void;
  10384. /**
  10385. * Execute the action toggle the boolean value.
  10386. */
  10387. execute(): void;
  10388. /**
  10389. * Serializes the actions and its related information.
  10390. * @param parent defines the object to serialize in
  10391. * @returns the serialized object
  10392. */
  10393. serialize(parent: any): any;
  10394. }
  10395. /**
  10396. * This defines an action responsible to set a the state field of the target
  10397. * to a desired value once triggered.
  10398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10399. */
  10400. export class SetStateAction extends Action {
  10401. /**
  10402. * The value to store in the state field.
  10403. */
  10404. value: string;
  10405. private _target;
  10406. /**
  10407. * Instantiate the action
  10408. * @param triggerOptions defines the trigger options
  10409. * @param target defines the object containing the state property
  10410. * @param value defines the value to store in the state field
  10411. * @param condition defines the trigger related conditions
  10412. */
  10413. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10414. /**
  10415. * Execute the action and store the value on the target state property.
  10416. */
  10417. execute(): void;
  10418. /**
  10419. * Serializes the actions and its related information.
  10420. * @param parent defines the object to serialize in
  10421. * @returns the serialized object
  10422. */
  10423. serialize(parent: any): any;
  10424. }
  10425. /**
  10426. * This defines an action responsible to set a property of the target
  10427. * to a desired value once triggered.
  10428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10429. */
  10430. export class SetValueAction extends Action {
  10431. /**
  10432. * The path of the property to set in the target.
  10433. */
  10434. propertyPath: string;
  10435. /**
  10436. * The value to set in the property
  10437. */
  10438. value: any;
  10439. private _target;
  10440. private _effectiveTarget;
  10441. private _property;
  10442. /**
  10443. * Instantiate the action
  10444. * @param triggerOptions defines the trigger options
  10445. * @param target defines the object containing the property
  10446. * @param propertyPath defines the path of the property to set in the target
  10447. * @param value defines the value to set in the property
  10448. * @param condition defines the trigger related conditions
  10449. */
  10450. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10451. /** @hidden */
  10452. _prepare(): void;
  10453. /**
  10454. * Execute the action and set the targetted property to the desired value.
  10455. */
  10456. execute(): void;
  10457. /**
  10458. * Serializes the actions and its related information.
  10459. * @param parent defines the object to serialize in
  10460. * @returns the serialized object
  10461. */
  10462. serialize(parent: any): any;
  10463. }
  10464. /**
  10465. * This defines an action responsible to increment the target value
  10466. * to a desired value once triggered.
  10467. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10468. */
  10469. export class IncrementValueAction extends Action {
  10470. /**
  10471. * The path of the property to increment in the target.
  10472. */
  10473. propertyPath: string;
  10474. /**
  10475. * The value we should increment the property by.
  10476. */
  10477. value: any;
  10478. private _target;
  10479. private _effectiveTarget;
  10480. private _property;
  10481. /**
  10482. * Instantiate the action
  10483. * @param triggerOptions defines the trigger options
  10484. * @param target defines the object containing the property
  10485. * @param propertyPath defines the path of the property to increment in the target
  10486. * @param value defines the value value we should increment the property by
  10487. * @param condition defines the trigger related conditions
  10488. */
  10489. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10490. /** @hidden */
  10491. _prepare(): void;
  10492. /**
  10493. * Execute the action and increment the target of the value amount.
  10494. */
  10495. execute(): void;
  10496. /**
  10497. * Serializes the actions and its related information.
  10498. * @param parent defines the object to serialize in
  10499. * @returns the serialized object
  10500. */
  10501. serialize(parent: any): any;
  10502. }
  10503. /**
  10504. * This defines an action responsible to start an animation once triggered.
  10505. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10506. */
  10507. export class PlayAnimationAction extends Action {
  10508. /**
  10509. * Where the animation should start (animation frame)
  10510. */
  10511. from: number;
  10512. /**
  10513. * Where the animation should stop (animation frame)
  10514. */
  10515. to: number;
  10516. /**
  10517. * Define if the animation should loop or stop after the first play.
  10518. */
  10519. loop?: boolean;
  10520. private _target;
  10521. /**
  10522. * Instantiate the action
  10523. * @param triggerOptions defines the trigger options
  10524. * @param target defines the target animation or animation name
  10525. * @param from defines from where the animation should start (animation frame)
  10526. * @param end defines where the animation should stop (animation frame)
  10527. * @param loop defines if the animation should loop or stop after the first play
  10528. * @param condition defines the trigger related conditions
  10529. */
  10530. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10531. /** @hidden */
  10532. _prepare(): void;
  10533. /**
  10534. * Execute the action and play the animation.
  10535. */
  10536. execute(): void;
  10537. /**
  10538. * Serializes the actions and its related information.
  10539. * @param parent defines the object to serialize in
  10540. * @returns the serialized object
  10541. */
  10542. serialize(parent: any): any;
  10543. }
  10544. /**
  10545. * This defines an action responsible to stop an animation once triggered.
  10546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10547. */
  10548. export class StopAnimationAction extends Action {
  10549. private _target;
  10550. /**
  10551. * Instantiate the action
  10552. * @param triggerOptions defines the trigger options
  10553. * @param target defines the target animation or animation name
  10554. * @param condition defines the trigger related conditions
  10555. */
  10556. constructor(triggerOptions: any, target: any, condition?: Condition);
  10557. /** @hidden */
  10558. _prepare(): void;
  10559. /**
  10560. * Execute the action and stop the animation.
  10561. */
  10562. execute(): void;
  10563. /**
  10564. * Serializes the actions and its related information.
  10565. * @param parent defines the object to serialize in
  10566. * @returns the serialized object
  10567. */
  10568. serialize(parent: any): any;
  10569. }
  10570. /**
  10571. * This defines an action responsible that does nothing once triggered.
  10572. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10573. */
  10574. export class DoNothingAction extends Action {
  10575. /**
  10576. * Instantiate the action
  10577. * @param triggerOptions defines the trigger options
  10578. * @param condition defines the trigger related conditions
  10579. */
  10580. constructor(triggerOptions?: any, condition?: Condition);
  10581. /**
  10582. * Execute the action and do nothing.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to trigger several actions once triggered.
  10594. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10595. */
  10596. export class CombineAction extends Action {
  10597. /**
  10598. * The list of aggregated animations to run.
  10599. */
  10600. children: Action[];
  10601. /**
  10602. * Instantiate the action
  10603. * @param triggerOptions defines the trigger options
  10604. * @param children defines the list of aggregated animations to run
  10605. * @param condition defines the trigger related conditions
  10606. */
  10607. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10608. /** @hidden */
  10609. _prepare(): void;
  10610. /**
  10611. * Execute the action and executes all the aggregated actions.
  10612. */
  10613. execute(evt: ActionEvent): void;
  10614. /**
  10615. * Serializes the actions and its related information.
  10616. * @param parent defines the object to serialize in
  10617. * @returns the serialized object
  10618. */
  10619. serialize(parent: any): any;
  10620. }
  10621. /**
  10622. * This defines an action responsible to run code (external event) once triggered.
  10623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10624. */
  10625. export class ExecuteCodeAction extends Action {
  10626. /**
  10627. * The callback function to run.
  10628. */
  10629. func: (evt: ActionEvent) => void;
  10630. /**
  10631. * Instantiate the action
  10632. * @param triggerOptions defines the trigger options
  10633. * @param func defines the callback function to run
  10634. * @param condition defines the trigger related conditions
  10635. */
  10636. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10637. /**
  10638. * Execute the action and run the attached code.
  10639. */
  10640. execute(evt: ActionEvent): void;
  10641. }
  10642. /**
  10643. * This defines an action responsible to set the parent property of the target once triggered.
  10644. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10645. */
  10646. export class SetParentAction extends Action {
  10647. private _parent;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target containing the parent property
  10653. * @param parent defines from where the animation should start (animation frame)
  10654. * @param condition defines the trigger related conditions
  10655. */
  10656. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10657. /** @hidden */
  10658. _prepare(): void;
  10659. /**
  10660. * Execute the action and set the parent property.
  10661. */
  10662. execute(): void;
  10663. /**
  10664. * Serializes the actions and its related information.
  10665. * @param parent defines the object to serialize in
  10666. * @returns the serialized object
  10667. */
  10668. serialize(parent: any): any;
  10669. }
  10670. }
  10671. declare module BABYLON {
  10672. /**
  10673. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10674. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10675. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10676. */
  10677. export class ActionManager extends AbstractActionManager {
  10678. /**
  10679. * Nothing
  10680. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10681. */
  10682. static readonly NothingTrigger: number;
  10683. /**
  10684. * On pick
  10685. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10686. */
  10687. static readonly OnPickTrigger: number;
  10688. /**
  10689. * On left pick
  10690. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10691. */
  10692. static readonly OnLeftPickTrigger: number;
  10693. /**
  10694. * On right pick
  10695. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10696. */
  10697. static readonly OnRightPickTrigger: number;
  10698. /**
  10699. * On center pick
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10701. */
  10702. static readonly OnCenterPickTrigger: number;
  10703. /**
  10704. * On pick down
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10706. */
  10707. static readonly OnPickDownTrigger: number;
  10708. /**
  10709. * On double pick
  10710. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10711. */
  10712. static readonly OnDoublePickTrigger: number;
  10713. /**
  10714. * On pick up
  10715. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10716. */
  10717. static readonly OnPickUpTrigger: number;
  10718. /**
  10719. * On pick out.
  10720. * This trigger will only be raised if you also declared a OnPickDown
  10721. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10722. */
  10723. static readonly OnPickOutTrigger: number;
  10724. /**
  10725. * On long press
  10726. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10727. */
  10728. static readonly OnLongPressTrigger: number;
  10729. /**
  10730. * On pointer over
  10731. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10732. */
  10733. static readonly OnPointerOverTrigger: number;
  10734. /**
  10735. * On pointer out
  10736. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10737. */
  10738. static readonly OnPointerOutTrigger: number;
  10739. /**
  10740. * On every frame
  10741. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10742. */
  10743. static readonly OnEveryFrameTrigger: number;
  10744. /**
  10745. * On intersection enter
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10747. */
  10748. static readonly OnIntersectionEnterTrigger: number;
  10749. /**
  10750. * On intersection exit
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10752. */
  10753. static readonly OnIntersectionExitTrigger: number;
  10754. /**
  10755. * On key down
  10756. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10757. */
  10758. static readonly OnKeyDownTrigger: number;
  10759. /**
  10760. * On key up
  10761. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10762. */
  10763. static readonly OnKeyUpTrigger: number;
  10764. private _scene;
  10765. /**
  10766. * Creates a new action manager
  10767. * @param scene defines the hosting scene
  10768. */
  10769. constructor(scene: Scene);
  10770. /**
  10771. * Releases all associated resources
  10772. */
  10773. dispose(): void;
  10774. /**
  10775. * Gets hosting scene
  10776. * @returns the hosting scene
  10777. */
  10778. getScene(): Scene;
  10779. /**
  10780. * Does this action manager handles actions of any of the given triggers
  10781. * @param triggers defines the triggers to be tested
  10782. * @return a boolean indicating whether one (or more) of the triggers is handled
  10783. */
  10784. hasSpecificTriggers(triggers: number[]): boolean;
  10785. /**
  10786. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10787. * speed.
  10788. * @param triggerA defines the trigger to be tested
  10789. * @param triggerB defines the trigger to be tested
  10790. * @return a boolean indicating whether one (or more) of the triggers is handled
  10791. */
  10792. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10793. /**
  10794. * Does this action manager handles actions of a given trigger
  10795. * @param trigger defines the trigger to be tested
  10796. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10797. * @return whether the trigger is handled
  10798. */
  10799. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10800. /**
  10801. * Does this action manager has pointer triggers
  10802. */
  10803. readonly hasPointerTriggers: boolean;
  10804. /**
  10805. * Does this action manager has pick triggers
  10806. */
  10807. readonly hasPickTriggers: boolean;
  10808. /**
  10809. * Registers an action to this action manager
  10810. * @param action defines the action to be registered
  10811. * @return the action amended (prepared) after registration
  10812. */
  10813. registerAction(action: IAction): Nullable<IAction>;
  10814. /**
  10815. * Unregisters an action to this action manager
  10816. * @param action defines the action to be unregistered
  10817. * @return a boolean indicating whether the action has been unregistered
  10818. */
  10819. unregisterAction(action: IAction): Boolean;
  10820. /**
  10821. * Process a specific trigger
  10822. * @param trigger defines the trigger to process
  10823. * @param evt defines the event details to be processed
  10824. */
  10825. processTrigger(trigger: number, evt?: IActionEvent): void;
  10826. /** @hidden */
  10827. _getEffectiveTarget(target: any, propertyPath: string): any;
  10828. /** @hidden */
  10829. _getProperty(propertyPath: string): string;
  10830. /**
  10831. * Serialize this manager to a JSON object
  10832. * @param name defines the property name to store this manager
  10833. * @returns a JSON representation of this manager
  10834. */
  10835. serialize(name: string): any;
  10836. /**
  10837. * Creates a new ActionManager from a JSON data
  10838. * @param parsedActions defines the JSON data to read from
  10839. * @param object defines the hosting mesh
  10840. * @param scene defines the hosting scene
  10841. */
  10842. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10843. /**
  10844. * Get a trigger name by index
  10845. * @param trigger defines the trigger index
  10846. * @returns a trigger name
  10847. */
  10848. static GetTriggerName(trigger: number): string;
  10849. }
  10850. }
  10851. declare module BABYLON {
  10852. /**
  10853. * Class representing a ray with position and direction
  10854. */
  10855. export class Ray {
  10856. /** origin point */
  10857. origin: Vector3;
  10858. /** direction */
  10859. direction: Vector3;
  10860. /** length of the ray */
  10861. length: number;
  10862. private static readonly TmpVector3;
  10863. private _tmpRay;
  10864. /**
  10865. * Creates a new ray
  10866. * @param origin origin point
  10867. * @param direction direction
  10868. * @param length length of the ray
  10869. */
  10870. constructor(
  10871. /** origin point */
  10872. origin: Vector3,
  10873. /** direction */
  10874. direction: Vector3,
  10875. /** length of the ray */
  10876. length?: number);
  10877. /**
  10878. * Checks if the ray intersects a box
  10879. * @param minimum bound of the box
  10880. * @param maximum bound of the box
  10881. * @param intersectionTreshold extra extend to be added to the box in all direction
  10882. * @returns if the box was hit
  10883. */
  10884. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  10885. /**
  10886. * Checks if the ray intersects a box
  10887. * @param box the bounding box to check
  10888. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  10889. * @returns if the box was hit
  10890. */
  10891. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  10892. /**
  10893. * If the ray hits a sphere
  10894. * @param sphere the bounding sphere to check
  10895. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  10896. * @returns true if it hits the sphere
  10897. */
  10898. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  10899. /**
  10900. * If the ray hits a triange
  10901. * @param vertex0 triangle vertex
  10902. * @param vertex1 triangle vertex
  10903. * @param vertex2 triangle vertex
  10904. * @returns intersection information if hit
  10905. */
  10906. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  10907. /**
  10908. * Checks if ray intersects a plane
  10909. * @param plane the plane to check
  10910. * @returns the distance away it was hit
  10911. */
  10912. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  10913. /**
  10914. * Calculate the intercept of a ray on a given axis
  10915. * @param axis to check 'x' | 'y' | 'z'
  10916. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  10917. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  10918. */
  10919. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  10920. /**
  10921. * Checks if ray intersects a mesh
  10922. * @param mesh the mesh to check
  10923. * @param fastCheck if only the bounding box should checked
  10924. * @returns picking info of the intersecton
  10925. */
  10926. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  10927. /**
  10928. * Checks if ray intersects a mesh
  10929. * @param meshes the meshes to check
  10930. * @param fastCheck if only the bounding box should checked
  10931. * @param results array to store result in
  10932. * @returns Array of picking infos
  10933. */
  10934. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  10935. private _comparePickingInfo;
  10936. private static smallnum;
  10937. private static rayl;
  10938. /**
  10939. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  10940. * @param sega the first point of the segment to test the intersection against
  10941. * @param segb the second point of the segment to test the intersection against
  10942. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  10943. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  10944. */
  10945. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  10946. /**
  10947. * Update the ray from viewport position
  10948. * @param x position
  10949. * @param y y position
  10950. * @param viewportWidth viewport width
  10951. * @param viewportHeight viewport height
  10952. * @param world world matrix
  10953. * @param view view matrix
  10954. * @param projection projection matrix
  10955. * @returns this ray updated
  10956. */
  10957. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  10958. /**
  10959. * Creates a ray with origin and direction of 0,0,0
  10960. * @returns the new ray
  10961. */
  10962. static Zero(): Ray;
  10963. /**
  10964. * Creates a new ray from screen space and viewport
  10965. * @param x position
  10966. * @param y y position
  10967. * @param viewportWidth viewport width
  10968. * @param viewportHeight viewport height
  10969. * @param world world matrix
  10970. * @param view view matrix
  10971. * @param projection projection matrix
  10972. * @returns new ray
  10973. */
  10974. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  10975. /**
  10976. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  10977. * transformed to the given world matrix.
  10978. * @param origin The origin point
  10979. * @param end The end point
  10980. * @param world a matrix to transform the ray to. Default is the identity matrix.
  10981. * @returns the new ray
  10982. */
  10983. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  10984. /**
  10985. * Transforms a ray by a matrix
  10986. * @param ray ray to transform
  10987. * @param matrix matrix to apply
  10988. * @returns the resulting new ray
  10989. */
  10990. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  10991. /**
  10992. * Transforms a ray by a matrix
  10993. * @param ray ray to transform
  10994. * @param matrix matrix to apply
  10995. * @param result ray to store result in
  10996. */
  10997. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  10998. /**
  10999. * Unproject a ray from screen space to object space
  11000. * @param sourceX defines the screen space x coordinate to use
  11001. * @param sourceY defines the screen space y coordinate to use
  11002. * @param viewportWidth defines the current width of the viewport
  11003. * @param viewportHeight defines the current height of the viewport
  11004. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11005. * @param view defines the view matrix to use
  11006. * @param projection defines the projection matrix to use
  11007. */
  11008. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11009. }
  11010. /**
  11011. * Type used to define predicate used to select faces when a mesh intersection is detected
  11012. */
  11013. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11014. interface Scene {
  11015. /** @hidden */
  11016. _tempPickingRay: Nullable<Ray>;
  11017. /** @hidden */
  11018. _cachedRayForTransform: Ray;
  11019. /** @hidden */
  11020. _pickWithRayInverseMatrix: Matrix;
  11021. /** @hidden */
  11022. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11023. /** @hidden */
  11024. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11025. }
  11026. }
  11027. declare module BABYLON {
  11028. /**
  11029. * Groups all the scene component constants in one place to ease maintenance.
  11030. * @hidden
  11031. */
  11032. export class SceneComponentConstants {
  11033. static readonly NAME_EFFECTLAYER: string;
  11034. static readonly NAME_LAYER: string;
  11035. static readonly NAME_LENSFLARESYSTEM: string;
  11036. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11037. static readonly NAME_PARTICLESYSTEM: string;
  11038. static readonly NAME_GAMEPAD: string;
  11039. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11040. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11041. static readonly NAME_DEPTHRENDERER: string;
  11042. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11043. static readonly NAME_SPRITE: string;
  11044. static readonly NAME_OUTLINERENDERER: string;
  11045. static readonly NAME_PROCEDURALTEXTURE: string;
  11046. static readonly NAME_SHADOWGENERATOR: string;
  11047. static readonly NAME_OCTREE: string;
  11048. static readonly NAME_PHYSICSENGINE: string;
  11049. static readonly NAME_AUDIO: string;
  11050. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11051. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11052. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11053. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11054. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11055. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11056. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11057. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11058. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11059. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11060. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11061. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11062. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11063. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11064. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11065. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11066. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11067. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11068. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11069. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11070. static readonly STEP_AFTERRENDER_AUDIO: number;
  11071. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11072. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11073. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11074. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11075. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11076. static readonly STEP_POINTERMOVE_SPRITE: number;
  11077. static readonly STEP_POINTERDOWN_SPRITE: number;
  11078. static readonly STEP_POINTERUP_SPRITE: number;
  11079. }
  11080. /**
  11081. * This represents a scene component.
  11082. *
  11083. * This is used to decouple the dependency the scene is having on the different workloads like
  11084. * layers, post processes...
  11085. */
  11086. export interface ISceneComponent {
  11087. /**
  11088. * The name of the component. Each component must have a unique name.
  11089. */
  11090. name: string;
  11091. /**
  11092. * The scene the component belongs to.
  11093. */
  11094. scene: Scene;
  11095. /**
  11096. * Register the component to one instance of a scene.
  11097. */
  11098. register(): void;
  11099. /**
  11100. * Rebuilds the elements related to this component in case of
  11101. * context lost for instance.
  11102. */
  11103. rebuild(): void;
  11104. /**
  11105. * Disposes the component and the associated ressources.
  11106. */
  11107. dispose(): void;
  11108. }
  11109. /**
  11110. * This represents a SERIALIZABLE scene component.
  11111. *
  11112. * This extends Scene Component to add Serialization methods on top.
  11113. */
  11114. export interface ISceneSerializableComponent extends ISceneComponent {
  11115. /**
  11116. * Adds all the elements from the container to the scene
  11117. * @param container the container holding the elements
  11118. */
  11119. addFromContainer(container: AbstractScene): void;
  11120. /**
  11121. * Removes all the elements in the container from the scene
  11122. * @param container contains the elements to remove
  11123. * @param dispose if the removed element should be disposed (default: false)
  11124. */
  11125. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11126. /**
  11127. * Serializes the component data to the specified json object
  11128. * @param serializationObject The object to serialize to
  11129. */
  11130. serialize(serializationObject: any): void;
  11131. }
  11132. /**
  11133. * Strong typing of a Mesh related stage step action
  11134. */
  11135. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11136. /**
  11137. * Strong typing of a Evaluate Sub Mesh related stage step action
  11138. */
  11139. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11140. /**
  11141. * Strong typing of a Active Mesh related stage step action
  11142. */
  11143. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11144. /**
  11145. * Strong typing of a Camera related stage step action
  11146. */
  11147. export type CameraStageAction = (camera: Camera) => void;
  11148. /**
  11149. * Strong typing of a Camera Frame buffer related stage step action
  11150. */
  11151. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11152. /**
  11153. * Strong typing of a Render Target related stage step action
  11154. */
  11155. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11156. /**
  11157. * Strong typing of a RenderingGroup related stage step action
  11158. */
  11159. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11160. /**
  11161. * Strong typing of a Mesh Render related stage step action
  11162. */
  11163. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11164. /**
  11165. * Strong typing of a simple stage step action
  11166. */
  11167. export type SimpleStageAction = () => void;
  11168. /**
  11169. * Strong typing of a render target action.
  11170. */
  11171. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11172. /**
  11173. * Strong typing of a pointer move action.
  11174. */
  11175. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11176. /**
  11177. * Strong typing of a pointer up/down action.
  11178. */
  11179. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11180. /**
  11181. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11182. * @hidden
  11183. */
  11184. export class Stage<T extends Function> extends Array<{
  11185. index: number;
  11186. component: ISceneComponent;
  11187. action: T;
  11188. }> {
  11189. /**
  11190. * Hide ctor from the rest of the world.
  11191. * @param items The items to add.
  11192. */
  11193. private constructor();
  11194. /**
  11195. * Creates a new Stage.
  11196. * @returns A new instance of a Stage
  11197. */
  11198. static Create<T extends Function>(): Stage<T>;
  11199. /**
  11200. * Registers a step in an ordered way in the targeted stage.
  11201. * @param index Defines the position to register the step in
  11202. * @param component Defines the component attached to the step
  11203. * @param action Defines the action to launch during the step
  11204. */
  11205. registerStep(index: number, component: ISceneComponent, action: T): void;
  11206. /**
  11207. * Clears all the steps from the stage.
  11208. */
  11209. clear(): void;
  11210. }
  11211. }
  11212. declare module BABYLON {
  11213. interface Scene {
  11214. /** @hidden */
  11215. _pointerOverSprite: Nullable<Sprite>;
  11216. /** @hidden */
  11217. _pickedDownSprite: Nullable<Sprite>;
  11218. /** @hidden */
  11219. _tempSpritePickingRay: Nullable<Ray>;
  11220. /**
  11221. * All of the sprite managers added to this scene
  11222. * @see http://doc.babylonjs.com/babylon101/sprites
  11223. */
  11224. spriteManagers: Array<ISpriteManager>;
  11225. /**
  11226. * An event triggered when sprites rendering is about to start
  11227. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11228. */
  11229. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11230. /**
  11231. * An event triggered when sprites rendering is done
  11232. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11233. */
  11234. onAfterSpritesRenderingObservable: Observable<Scene>;
  11235. /** @hidden */
  11236. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11237. /** Launch a ray to try to pick a sprite in the scene
  11238. * @param x position on screen
  11239. * @param y position on screen
  11240. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11241. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11242. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11243. * @returns a PickingInfo
  11244. */
  11245. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11246. /** Use the given ray to pick a sprite in the scene
  11247. * @param ray The ray (in world space) to use to pick meshes
  11248. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11249. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11250. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11251. * @returns a PickingInfo
  11252. */
  11253. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11254. /** @hidden */
  11255. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11256. /** Launch a ray to try to pick sprites in the scene
  11257. * @param x position on screen
  11258. * @param y position on screen
  11259. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11260. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11261. * @returns a PickingInfo array
  11262. */
  11263. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11264. /** Use the given ray to pick sprites in the scene
  11265. * @param ray The ray (in world space) to use to pick meshes
  11266. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11267. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11268. * @returns a PickingInfo array
  11269. */
  11270. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11271. /**
  11272. * Force the sprite under the pointer
  11273. * @param sprite defines the sprite to use
  11274. */
  11275. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11276. /**
  11277. * Gets the sprite under the pointer
  11278. * @returns a Sprite or null if no sprite is under the pointer
  11279. */
  11280. getPointerOverSprite(): Nullable<Sprite>;
  11281. }
  11282. /**
  11283. * Defines the sprite scene component responsible to manage sprites
  11284. * in a given scene.
  11285. */
  11286. export class SpriteSceneComponent implements ISceneComponent {
  11287. /**
  11288. * The component name helpfull to identify the component in the list of scene components.
  11289. */
  11290. readonly name: string;
  11291. /**
  11292. * The scene the component belongs to.
  11293. */
  11294. scene: Scene;
  11295. /** @hidden */
  11296. private _spritePredicate;
  11297. /**
  11298. * Creates a new instance of the component for the given scene
  11299. * @param scene Defines the scene to register the component in
  11300. */
  11301. constructor(scene: Scene);
  11302. /**
  11303. * Registers the component in a given scene
  11304. */
  11305. register(): void;
  11306. /**
  11307. * Rebuilds the elements related to this component in case of
  11308. * context lost for instance.
  11309. */
  11310. rebuild(): void;
  11311. /**
  11312. * Disposes the component and the associated ressources.
  11313. */
  11314. dispose(): void;
  11315. private _pickSpriteButKeepRay;
  11316. private _pointerMove;
  11317. private _pointerDown;
  11318. private _pointerUp;
  11319. }
  11320. }
  11321. declare module BABYLON {
  11322. /** @hidden */
  11323. export var fogFragmentDeclaration: {
  11324. name: string;
  11325. shader: string;
  11326. };
  11327. }
  11328. declare module BABYLON {
  11329. /** @hidden */
  11330. export var fogFragment: {
  11331. name: string;
  11332. shader: string;
  11333. };
  11334. }
  11335. declare module BABYLON {
  11336. /** @hidden */
  11337. export var spritesPixelShader: {
  11338. name: string;
  11339. shader: string;
  11340. };
  11341. }
  11342. declare module BABYLON {
  11343. /** @hidden */
  11344. export var fogVertexDeclaration: {
  11345. name: string;
  11346. shader: string;
  11347. };
  11348. }
  11349. declare module BABYLON {
  11350. /** @hidden */
  11351. export var spritesVertexShader: {
  11352. name: string;
  11353. shader: string;
  11354. };
  11355. }
  11356. declare module BABYLON {
  11357. /**
  11358. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11359. */
  11360. export interface ISpriteManager extends IDisposable {
  11361. /**
  11362. * Restricts the camera to viewing objects with the same layerMask.
  11363. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11364. */
  11365. layerMask: number;
  11366. /**
  11367. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11368. */
  11369. isPickable: boolean;
  11370. /**
  11371. * Specifies the rendering group id for this mesh (0 by default)
  11372. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11373. */
  11374. renderingGroupId: number;
  11375. /**
  11376. * Defines the list of sprites managed by the manager.
  11377. */
  11378. sprites: Array<Sprite>;
  11379. /**
  11380. * Tests the intersection of a sprite with a specific ray.
  11381. * @param ray The ray we are sending to test the collision
  11382. * @param camera The camera space we are sending rays in
  11383. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11384. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11385. * @returns picking info or null.
  11386. */
  11387. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11388. /**
  11389. * Intersects the sprites with a ray
  11390. * @param ray defines the ray to intersect with
  11391. * @param camera defines the current active camera
  11392. * @param predicate defines a predicate used to select candidate sprites
  11393. * @returns null if no hit or a PickingInfo array
  11394. */
  11395. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11396. /**
  11397. * Renders the list of sprites on screen.
  11398. */
  11399. render(): void;
  11400. }
  11401. /**
  11402. * Class used to manage multiple sprites on the same spritesheet
  11403. * @see http://doc.babylonjs.com/babylon101/sprites
  11404. */
  11405. export class SpriteManager implements ISpriteManager {
  11406. /** defines the manager's name */
  11407. name: string;
  11408. /** Gets the list of sprites */
  11409. sprites: Sprite[];
  11410. /** Gets or sets the rendering group id (0 by default) */
  11411. renderingGroupId: number;
  11412. /** Gets or sets camera layer mask */
  11413. layerMask: number;
  11414. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11415. fogEnabled: boolean;
  11416. /** Gets or sets a boolean indicating if the sprites are pickable */
  11417. isPickable: boolean;
  11418. /** Defines the default width of a cell in the spritesheet */
  11419. cellWidth: number;
  11420. /** Defines the default height of a cell in the spritesheet */
  11421. cellHeight: number;
  11422. /** Associative array from JSON sprite data file */
  11423. private _cellData;
  11424. /** Array of sprite names from JSON sprite data file */
  11425. private _spriteMap;
  11426. /** True when packed cell data from JSON file is ready*/
  11427. private _packedAndReady;
  11428. /**
  11429. * An event triggered when the manager is disposed.
  11430. */
  11431. onDisposeObservable: Observable<SpriteManager>;
  11432. private _onDisposeObserver;
  11433. /**
  11434. * Callback called when the manager is disposed
  11435. */
  11436. onDispose: () => void;
  11437. private _capacity;
  11438. private _fromPacked;
  11439. private _spriteTexture;
  11440. private _epsilon;
  11441. private _scene;
  11442. private _vertexData;
  11443. private _buffer;
  11444. private _vertexBuffers;
  11445. private _indexBuffer;
  11446. private _effectBase;
  11447. private _effectFog;
  11448. /**
  11449. * Gets or sets the spritesheet texture
  11450. */
  11451. texture: Texture;
  11452. /**
  11453. * Creates a new sprite manager
  11454. * @param name defines the manager's name
  11455. * @param imgUrl defines the sprite sheet url
  11456. * @param capacity defines the maximum allowed number of sprites
  11457. * @param cellSize defines the size of a sprite cell
  11458. * @param scene defines the hosting scene
  11459. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11460. * @param samplingMode defines the smapling mode to use with spritesheet
  11461. * @param fromPacked set to false; do not alter
  11462. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11463. */
  11464. constructor(
  11465. /** defines the manager's name */
  11466. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11467. private _makePacked;
  11468. private _appendSpriteVertex;
  11469. /**
  11470. * Intersects the sprites with a ray
  11471. * @param ray defines the ray to intersect with
  11472. * @param camera defines the current active camera
  11473. * @param predicate defines a predicate used to select candidate sprites
  11474. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11475. * @returns null if no hit or a PickingInfo
  11476. */
  11477. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11478. /**
  11479. * Intersects the sprites with a ray
  11480. * @param ray defines the ray to intersect with
  11481. * @param camera defines the current active camera
  11482. * @param predicate defines a predicate used to select candidate sprites
  11483. * @returns null if no hit or a PickingInfo array
  11484. */
  11485. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11486. /**
  11487. * Render all child sprites
  11488. */
  11489. render(): void;
  11490. /**
  11491. * Release associated resources
  11492. */
  11493. dispose(): void;
  11494. }
  11495. }
  11496. declare module BABYLON {
  11497. /**
  11498. * Class used to represent a sprite
  11499. * @see http://doc.babylonjs.com/babylon101/sprites
  11500. */
  11501. export class Sprite {
  11502. /** defines the name */
  11503. name: string;
  11504. /** Gets or sets the current world position */
  11505. position: Vector3;
  11506. /** Gets or sets the main color */
  11507. color: Color4;
  11508. /** Gets or sets the width */
  11509. width: number;
  11510. /** Gets or sets the height */
  11511. height: number;
  11512. /** Gets or sets rotation angle */
  11513. angle: number;
  11514. /** Gets or sets the cell index in the sprite sheet */
  11515. cellIndex: number;
  11516. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11517. cellRef: string;
  11518. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11519. invertU: number;
  11520. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11521. invertV: number;
  11522. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11523. disposeWhenFinishedAnimating: boolean;
  11524. /** Gets the list of attached animations */
  11525. animations: Animation[];
  11526. /** Gets or sets a boolean indicating if the sprite can be picked */
  11527. isPickable: boolean;
  11528. /**
  11529. * Gets or sets the associated action manager
  11530. */
  11531. actionManager: Nullable<ActionManager>;
  11532. private _animationStarted;
  11533. private _loopAnimation;
  11534. private _fromIndex;
  11535. private _toIndex;
  11536. private _delay;
  11537. private _direction;
  11538. private _manager;
  11539. private _time;
  11540. private _onAnimationEnd;
  11541. /**
  11542. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11543. */
  11544. isVisible: boolean;
  11545. /**
  11546. * Gets or sets the sprite size
  11547. */
  11548. size: number;
  11549. /**
  11550. * Creates a new Sprite
  11551. * @param name defines the name
  11552. * @param manager defines the manager
  11553. */
  11554. constructor(
  11555. /** defines the name */
  11556. name: string, manager: ISpriteManager);
  11557. /**
  11558. * Starts an animation
  11559. * @param from defines the initial key
  11560. * @param to defines the end key
  11561. * @param loop defines if the animation must loop
  11562. * @param delay defines the start delay (in ms)
  11563. * @param onAnimationEnd defines a callback to call when animation ends
  11564. */
  11565. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11566. /** Stops current animation (if any) */
  11567. stopAnimation(): void;
  11568. /** @hidden */
  11569. _animate(deltaTime: number): void;
  11570. /** Release associated resources */
  11571. dispose(): void;
  11572. }
  11573. }
  11574. declare module BABYLON {
  11575. /**
  11576. * Information about the result of picking within a scene
  11577. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11578. */
  11579. export class PickingInfo {
  11580. /** @hidden */
  11581. _pickingUnavailable: boolean;
  11582. /**
  11583. * If the pick collided with an object
  11584. */
  11585. hit: boolean;
  11586. /**
  11587. * Distance away where the pick collided
  11588. */
  11589. distance: number;
  11590. /**
  11591. * The location of pick collision
  11592. */
  11593. pickedPoint: Nullable<Vector3>;
  11594. /**
  11595. * The mesh corresponding the the pick collision
  11596. */
  11597. pickedMesh: Nullable<AbstractMesh>;
  11598. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11599. bu: number;
  11600. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11601. bv: number;
  11602. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11603. faceId: number;
  11604. /** Id of the the submesh that was picked */
  11605. subMeshId: number;
  11606. /** If a sprite was picked, this will be the sprite the pick collided with */
  11607. pickedSprite: Nullable<Sprite>;
  11608. /**
  11609. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11610. */
  11611. originMesh: Nullable<AbstractMesh>;
  11612. /**
  11613. * The ray that was used to perform the picking.
  11614. */
  11615. ray: Nullable<Ray>;
  11616. /**
  11617. * Gets the normal correspodning to the face the pick collided with
  11618. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11619. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11620. * @returns The normal correspodning to the face the pick collided with
  11621. */
  11622. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11623. /**
  11624. * Gets the texture coordinates of where the pick occured
  11625. * @returns the vector containing the coordnates of the texture
  11626. */
  11627. getTextureCoordinates(): Nullable<Vector2>;
  11628. }
  11629. }
  11630. declare module BABYLON {
  11631. /**
  11632. * Gather the list of pointer event types as constants.
  11633. */
  11634. export class PointerEventTypes {
  11635. /**
  11636. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11637. */
  11638. static readonly POINTERDOWN: number;
  11639. /**
  11640. * The pointerup event is fired when a pointer is no longer active.
  11641. */
  11642. static readonly POINTERUP: number;
  11643. /**
  11644. * The pointermove event is fired when a pointer changes coordinates.
  11645. */
  11646. static readonly POINTERMOVE: number;
  11647. /**
  11648. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11649. */
  11650. static readonly POINTERWHEEL: number;
  11651. /**
  11652. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11653. */
  11654. static readonly POINTERPICK: number;
  11655. /**
  11656. * The pointertap event is fired when a the object has been touched and released without drag.
  11657. */
  11658. static readonly POINTERTAP: number;
  11659. /**
  11660. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11661. */
  11662. static readonly POINTERDOUBLETAP: number;
  11663. }
  11664. /**
  11665. * Base class of pointer info types.
  11666. */
  11667. export class PointerInfoBase {
  11668. /**
  11669. * Defines the type of event (PointerEventTypes)
  11670. */
  11671. type: number;
  11672. /**
  11673. * Defines the related dom event
  11674. */
  11675. event: PointerEvent | MouseWheelEvent;
  11676. /**
  11677. * Instantiates the base class of pointers info.
  11678. * @param type Defines the type of event (PointerEventTypes)
  11679. * @param event Defines the related dom event
  11680. */
  11681. constructor(
  11682. /**
  11683. * Defines the type of event (PointerEventTypes)
  11684. */
  11685. type: number,
  11686. /**
  11687. * Defines the related dom event
  11688. */
  11689. event: PointerEvent | MouseWheelEvent);
  11690. }
  11691. /**
  11692. * This class is used to store pointer related info for the onPrePointerObservable event.
  11693. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11694. */
  11695. export class PointerInfoPre extends PointerInfoBase {
  11696. /**
  11697. * Ray from a pointer if availible (eg. 6dof controller)
  11698. */
  11699. ray: Nullable<Ray>;
  11700. /**
  11701. * Defines the local position of the pointer on the canvas.
  11702. */
  11703. localPosition: Vector2;
  11704. /**
  11705. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11706. */
  11707. skipOnPointerObservable: boolean;
  11708. /**
  11709. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11710. * @param type Defines the type of event (PointerEventTypes)
  11711. * @param event Defines the related dom event
  11712. * @param localX Defines the local x coordinates of the pointer when the event occured
  11713. * @param localY Defines the local y coordinates of the pointer when the event occured
  11714. */
  11715. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11716. }
  11717. /**
  11718. * This type contains all the data related to a pointer event in Babylon.js.
  11719. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11720. */
  11721. export class PointerInfo extends PointerInfoBase {
  11722. /**
  11723. * Defines the picking info associated to the info (if any)\
  11724. */
  11725. pickInfo: Nullable<PickingInfo>;
  11726. /**
  11727. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11728. * @param type Defines the type of event (PointerEventTypes)
  11729. * @param event Defines the related dom event
  11730. * @param pickInfo Defines the picking info associated to the info (if any)\
  11731. */
  11732. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11733. /**
  11734. * Defines the picking info associated to the info (if any)\
  11735. */
  11736. pickInfo: Nullable<PickingInfo>);
  11737. }
  11738. /**
  11739. * Data relating to a touch event on the screen.
  11740. */
  11741. export interface PointerTouch {
  11742. /**
  11743. * X coordinate of touch.
  11744. */
  11745. x: number;
  11746. /**
  11747. * Y coordinate of touch.
  11748. */
  11749. y: number;
  11750. /**
  11751. * Id of touch. Unique for each finger.
  11752. */
  11753. pointerId: number;
  11754. /**
  11755. * Event type passed from DOM.
  11756. */
  11757. type: any;
  11758. }
  11759. }
  11760. declare module BABYLON {
  11761. /**
  11762. * Manage the mouse inputs to control the movement of a free camera.
  11763. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11764. */
  11765. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11766. /**
  11767. * Define if touch is enabled in the mouse input
  11768. */
  11769. touchEnabled: boolean;
  11770. /**
  11771. * Defines the camera the input is attached to.
  11772. */
  11773. camera: FreeCamera;
  11774. /**
  11775. * Defines the buttons associated with the input to handle camera move.
  11776. */
  11777. buttons: number[];
  11778. /**
  11779. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11780. */
  11781. angularSensibility: number;
  11782. private _pointerInput;
  11783. private _onMouseMove;
  11784. private _observer;
  11785. private previousPosition;
  11786. /**
  11787. * Observable for when a pointer move event occurs containing the move offset
  11788. */
  11789. onPointerMovedObservable: Observable<{
  11790. offsetX: number;
  11791. offsetY: number;
  11792. }>;
  11793. /**
  11794. * @hidden
  11795. * If the camera should be rotated automatically based on pointer movement
  11796. */
  11797. _allowCameraRotation: boolean;
  11798. /**
  11799. * Manage the mouse inputs to control the movement of a free camera.
  11800. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11801. * @param touchEnabled Defines if touch is enabled or not
  11802. */
  11803. constructor(
  11804. /**
  11805. * Define if touch is enabled in the mouse input
  11806. */
  11807. touchEnabled?: boolean);
  11808. /**
  11809. * Attach the input controls to a specific dom element to get the input from.
  11810. * @param element Defines the element the controls should be listened from
  11811. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11812. */
  11813. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11814. /**
  11815. * Called on JS contextmenu event.
  11816. * Override this method to provide functionality.
  11817. */
  11818. protected onContextMenu(evt: PointerEvent): void;
  11819. /**
  11820. * Detach the current controls from the specified dom element.
  11821. * @param element Defines the element to stop listening the inputs from
  11822. */
  11823. detachControl(element: Nullable<HTMLElement>): void;
  11824. /**
  11825. * Gets the class name of the current intput.
  11826. * @returns the class name
  11827. */
  11828. getClassName(): string;
  11829. /**
  11830. * Get the friendly name associated with the input class.
  11831. * @returns the input friendly name
  11832. */
  11833. getSimpleName(): string;
  11834. }
  11835. }
  11836. declare module BABYLON {
  11837. /**
  11838. * Manage the touch inputs to control the movement of a free camera.
  11839. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11840. */
  11841. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11842. /**
  11843. * Defines the camera the input is attached to.
  11844. */
  11845. camera: FreeCamera;
  11846. /**
  11847. * Defines the touch sensibility for rotation.
  11848. * The higher the faster.
  11849. */
  11850. touchAngularSensibility: number;
  11851. /**
  11852. * Defines the touch sensibility for move.
  11853. * The higher the faster.
  11854. */
  11855. touchMoveSensibility: number;
  11856. private _offsetX;
  11857. private _offsetY;
  11858. private _pointerPressed;
  11859. private _pointerInput;
  11860. private _observer;
  11861. private _onLostFocus;
  11862. /**
  11863. * Attach the input controls to a specific dom element to get the input from.
  11864. * @param element Defines the element the controls should be listened from
  11865. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11866. */
  11867. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11868. /**
  11869. * Detach the current controls from the specified dom element.
  11870. * @param element Defines the element to stop listening the inputs from
  11871. */
  11872. detachControl(element: Nullable<HTMLElement>): void;
  11873. /**
  11874. * Update the current camera state depending on the inputs that have been used this frame.
  11875. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  11876. */
  11877. checkInputs(): void;
  11878. /**
  11879. * Gets the class name of the current intput.
  11880. * @returns the class name
  11881. */
  11882. getClassName(): string;
  11883. /**
  11884. * Get the friendly name associated with the input class.
  11885. * @returns the input friendly name
  11886. */
  11887. getSimpleName(): string;
  11888. }
  11889. }
  11890. declare module BABYLON {
  11891. /**
  11892. * Default Inputs manager for the FreeCamera.
  11893. * It groups all the default supported inputs for ease of use.
  11894. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11895. */
  11896. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  11897. /**
  11898. * @hidden
  11899. */
  11900. _mouseInput: Nullable<FreeCameraMouseInput>;
  11901. /**
  11902. * Instantiates a new FreeCameraInputsManager.
  11903. * @param camera Defines the camera the inputs belong to
  11904. */
  11905. constructor(camera: FreeCamera);
  11906. /**
  11907. * Add keyboard input support to the input manager.
  11908. * @returns the current input manager
  11909. */
  11910. addKeyboard(): FreeCameraInputsManager;
  11911. /**
  11912. * Add mouse input support to the input manager.
  11913. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  11914. * @returns the current input manager
  11915. */
  11916. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  11917. /**
  11918. * Removes the mouse input support from the manager
  11919. * @returns the current input manager
  11920. */
  11921. removeMouse(): FreeCameraInputsManager;
  11922. /**
  11923. * Add touch input support to the input manager.
  11924. * @returns the current input manager
  11925. */
  11926. addTouch(): FreeCameraInputsManager;
  11927. /**
  11928. * Remove all attached input methods from a camera
  11929. */
  11930. clear(): void;
  11931. }
  11932. }
  11933. declare module BABYLON {
  11934. /**
  11935. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  11936. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  11937. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  11938. */
  11939. export class FreeCamera extends TargetCamera {
  11940. /**
  11941. * Define the collision ellipsoid of the camera.
  11942. * This is helpful to simulate a camera body like the player body around the camera
  11943. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  11944. */
  11945. ellipsoid: Vector3;
  11946. /**
  11947. * Define an offset for the position of the ellipsoid around the camera.
  11948. * This can be helpful to determine the center of the body near the gravity center of the body
  11949. * instead of its head.
  11950. */
  11951. ellipsoidOffset: Vector3;
  11952. /**
  11953. * Enable or disable collisions of the camera with the rest of the scene objects.
  11954. */
  11955. checkCollisions: boolean;
  11956. /**
  11957. * Enable or disable gravity on the camera.
  11958. */
  11959. applyGravity: boolean;
  11960. /**
  11961. * Define the input manager associated to the camera.
  11962. */
  11963. inputs: FreeCameraInputsManager;
  11964. /**
  11965. * Gets the input sensibility for a mouse input. (default is 2000.0)
  11966. * Higher values reduce sensitivity.
  11967. */
  11968. /**
  11969. * Sets the input sensibility for a mouse input. (default is 2000.0)
  11970. * Higher values reduce sensitivity.
  11971. */
  11972. angularSensibility: number;
  11973. /**
  11974. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  11975. */
  11976. keysUp: number[];
  11977. /**
  11978. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  11979. */
  11980. keysDown: number[];
  11981. /**
  11982. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  11983. */
  11984. keysLeft: number[];
  11985. /**
  11986. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  11987. */
  11988. keysRight: number[];
  11989. /**
  11990. * Event raised when the camera collide with a mesh in the scene.
  11991. */
  11992. onCollide: (collidedMesh: AbstractMesh) => void;
  11993. private _collider;
  11994. private _needMoveForGravity;
  11995. private _oldPosition;
  11996. private _diffPosition;
  11997. private _newPosition;
  11998. /** @hidden */
  11999. _localDirection: Vector3;
  12000. /** @hidden */
  12001. _transformedDirection: Vector3;
  12002. /**
  12003. * Instantiates a Free Camera.
  12004. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12005. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12006. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12007. * @param name Define the name of the camera in the scene
  12008. * @param position Define the start position of the camera in the scene
  12009. * @param scene Define the scene the camera belongs to
  12010. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12011. */
  12012. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12013. /**
  12014. * Attached controls to the current camera.
  12015. * @param element Defines the element the controls should be listened from
  12016. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12017. */
  12018. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12019. /**
  12020. * Detach the current controls from the camera.
  12021. * The camera will stop reacting to inputs.
  12022. * @param element Defines the element to stop listening the inputs from
  12023. */
  12024. detachControl(element: HTMLElement): void;
  12025. private _collisionMask;
  12026. /**
  12027. * Define a collision mask to limit the list of object the camera can collide with
  12028. */
  12029. collisionMask: number;
  12030. /** @hidden */
  12031. _collideWithWorld(displacement: Vector3): void;
  12032. private _onCollisionPositionChange;
  12033. /** @hidden */
  12034. _checkInputs(): void;
  12035. /** @hidden */
  12036. _decideIfNeedsToMove(): boolean;
  12037. /** @hidden */
  12038. _updatePosition(): void;
  12039. /**
  12040. * Destroy the camera and release the current resources hold by it.
  12041. */
  12042. dispose(): void;
  12043. /**
  12044. * Gets the current object class name.
  12045. * @return the class name
  12046. */
  12047. getClassName(): string;
  12048. }
  12049. }
  12050. declare module BABYLON {
  12051. /**
  12052. * Represents a gamepad control stick position
  12053. */
  12054. export class StickValues {
  12055. /**
  12056. * The x component of the control stick
  12057. */
  12058. x: number;
  12059. /**
  12060. * The y component of the control stick
  12061. */
  12062. y: number;
  12063. /**
  12064. * Initializes the gamepad x and y control stick values
  12065. * @param x The x component of the gamepad control stick value
  12066. * @param y The y component of the gamepad control stick value
  12067. */
  12068. constructor(
  12069. /**
  12070. * The x component of the control stick
  12071. */
  12072. x: number,
  12073. /**
  12074. * The y component of the control stick
  12075. */
  12076. y: number);
  12077. }
  12078. /**
  12079. * An interface which manages callbacks for gamepad button changes
  12080. */
  12081. export interface GamepadButtonChanges {
  12082. /**
  12083. * Called when a gamepad has been changed
  12084. */
  12085. changed: boolean;
  12086. /**
  12087. * Called when a gamepad press event has been triggered
  12088. */
  12089. pressChanged: boolean;
  12090. /**
  12091. * Called when a touch event has been triggered
  12092. */
  12093. touchChanged: boolean;
  12094. /**
  12095. * Called when a value has changed
  12096. */
  12097. valueChanged: boolean;
  12098. }
  12099. /**
  12100. * Represents a gamepad
  12101. */
  12102. export class Gamepad {
  12103. /**
  12104. * The id of the gamepad
  12105. */
  12106. id: string;
  12107. /**
  12108. * The index of the gamepad
  12109. */
  12110. index: number;
  12111. /**
  12112. * The browser gamepad
  12113. */
  12114. browserGamepad: any;
  12115. /**
  12116. * Specifies what type of gamepad this represents
  12117. */
  12118. type: number;
  12119. private _leftStick;
  12120. private _rightStick;
  12121. /** @hidden */
  12122. _isConnected: boolean;
  12123. private _leftStickAxisX;
  12124. private _leftStickAxisY;
  12125. private _rightStickAxisX;
  12126. private _rightStickAxisY;
  12127. /**
  12128. * Triggered when the left control stick has been changed
  12129. */
  12130. private _onleftstickchanged;
  12131. /**
  12132. * Triggered when the right control stick has been changed
  12133. */
  12134. private _onrightstickchanged;
  12135. /**
  12136. * Represents a gamepad controller
  12137. */
  12138. static GAMEPAD: number;
  12139. /**
  12140. * Represents a generic controller
  12141. */
  12142. static GENERIC: number;
  12143. /**
  12144. * Represents an XBox controller
  12145. */
  12146. static XBOX: number;
  12147. /**
  12148. * Represents a pose-enabled controller
  12149. */
  12150. static POSE_ENABLED: number;
  12151. /**
  12152. * Represents an Dual Shock controller
  12153. */
  12154. static DUALSHOCK: number;
  12155. /**
  12156. * Specifies whether the left control stick should be Y-inverted
  12157. */
  12158. protected _invertLeftStickY: boolean;
  12159. /**
  12160. * Specifies if the gamepad has been connected
  12161. */
  12162. readonly isConnected: boolean;
  12163. /**
  12164. * Initializes the gamepad
  12165. * @param id The id of the gamepad
  12166. * @param index The index of the gamepad
  12167. * @param browserGamepad The browser gamepad
  12168. * @param leftStickX The x component of the left joystick
  12169. * @param leftStickY The y component of the left joystick
  12170. * @param rightStickX The x component of the right joystick
  12171. * @param rightStickY The y component of the right joystick
  12172. */
  12173. constructor(
  12174. /**
  12175. * The id of the gamepad
  12176. */
  12177. id: string,
  12178. /**
  12179. * The index of the gamepad
  12180. */
  12181. index: number,
  12182. /**
  12183. * The browser gamepad
  12184. */
  12185. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12186. /**
  12187. * Callback triggered when the left joystick has changed
  12188. * @param callback
  12189. */
  12190. onleftstickchanged(callback: (values: StickValues) => void): void;
  12191. /**
  12192. * Callback triggered when the right joystick has changed
  12193. * @param callback
  12194. */
  12195. onrightstickchanged(callback: (values: StickValues) => void): void;
  12196. /**
  12197. * Gets the left joystick
  12198. */
  12199. /**
  12200. * Sets the left joystick values
  12201. */
  12202. leftStick: StickValues;
  12203. /**
  12204. * Gets the right joystick
  12205. */
  12206. /**
  12207. * Sets the right joystick value
  12208. */
  12209. rightStick: StickValues;
  12210. /**
  12211. * Updates the gamepad joystick positions
  12212. */
  12213. update(): void;
  12214. /**
  12215. * Disposes the gamepad
  12216. */
  12217. dispose(): void;
  12218. }
  12219. /**
  12220. * Represents a generic gamepad
  12221. */
  12222. export class GenericPad extends Gamepad {
  12223. private _buttons;
  12224. private _onbuttondown;
  12225. private _onbuttonup;
  12226. /**
  12227. * Observable triggered when a button has been pressed
  12228. */
  12229. onButtonDownObservable: Observable<number>;
  12230. /**
  12231. * Observable triggered when a button has been released
  12232. */
  12233. onButtonUpObservable: Observable<number>;
  12234. /**
  12235. * Callback triggered when a button has been pressed
  12236. * @param callback Called when a button has been pressed
  12237. */
  12238. onbuttondown(callback: (buttonPressed: number) => void): void;
  12239. /**
  12240. * Callback triggered when a button has been released
  12241. * @param callback Called when a button has been released
  12242. */
  12243. onbuttonup(callback: (buttonReleased: number) => void): void;
  12244. /**
  12245. * Initializes the generic gamepad
  12246. * @param id The id of the generic gamepad
  12247. * @param index The index of the generic gamepad
  12248. * @param browserGamepad The browser gamepad
  12249. */
  12250. constructor(id: string, index: number, browserGamepad: any);
  12251. private _setButtonValue;
  12252. /**
  12253. * Updates the generic gamepad
  12254. */
  12255. update(): void;
  12256. /**
  12257. * Disposes the generic gamepad
  12258. */
  12259. dispose(): void;
  12260. }
  12261. }
  12262. declare module BABYLON {
  12263. interface Engine {
  12264. /**
  12265. * Creates a raw texture
  12266. * @param data defines the data to store in the texture
  12267. * @param width defines the width of the texture
  12268. * @param height defines the height of the texture
  12269. * @param format defines the format of the data
  12270. * @param generateMipMaps defines if the engine should generate the mip levels
  12271. * @param invertY defines if data must be stored with Y axis inverted
  12272. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12273. * @param compression defines the compression used (null by default)
  12274. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12275. * @returns the raw texture inside an InternalTexture
  12276. */
  12277. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12278. /**
  12279. * Update a raw texture
  12280. * @param texture defines the texture to update
  12281. * @param data defines the data to store in the texture
  12282. * @param format defines the format of the data
  12283. * @param invertY defines if data must be stored with Y axis inverted
  12284. */
  12285. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12286. /**
  12287. * Update a raw texture
  12288. * @param texture defines the texture to update
  12289. * @param data defines the data to store in the texture
  12290. * @param format defines the format of the data
  12291. * @param invertY defines if data must be stored with Y axis inverted
  12292. * @param compression defines the compression used (null by default)
  12293. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12294. */
  12295. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12296. /**
  12297. * Creates a new raw cube texture
  12298. * @param data defines the array of data to use to create each face
  12299. * @param size defines the size of the textures
  12300. * @param format defines the format of the data
  12301. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12302. * @param generateMipMaps defines if the engine should generate the mip levels
  12303. * @param invertY defines if data must be stored with Y axis inverted
  12304. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12305. * @param compression defines the compression used (null by default)
  12306. * @returns the cube texture as an InternalTexture
  12307. */
  12308. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12309. /**
  12310. * Update a raw cube texture
  12311. * @param texture defines the texture to udpdate
  12312. * @param data defines the data to store
  12313. * @param format defines the data format
  12314. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12315. * @param invertY defines if data must be stored with Y axis inverted
  12316. */
  12317. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12318. /**
  12319. * Update a raw cube texture
  12320. * @param texture defines the texture to udpdate
  12321. * @param data defines the data to store
  12322. * @param format defines the data format
  12323. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12324. * @param invertY defines if data must be stored with Y axis inverted
  12325. * @param compression defines the compression used (null by default)
  12326. */
  12327. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12328. /**
  12329. * Update a raw cube texture
  12330. * @param texture defines the texture to udpdate
  12331. * @param data defines the data to store
  12332. * @param format defines the data format
  12333. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12334. * @param invertY defines if data must be stored with Y axis inverted
  12335. * @param compression defines the compression used (null by default)
  12336. * @param level defines which level of the texture to update
  12337. */
  12338. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12339. /**
  12340. * Creates a new raw cube texture from a specified url
  12341. * @param url defines the url where the data is located
  12342. * @param scene defines the current scene
  12343. * @param size defines the size of the textures
  12344. * @param format defines the format of the data
  12345. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12346. * @param noMipmap defines if the engine should avoid generating the mip levels
  12347. * @param callback defines a callback used to extract texture data from loaded data
  12348. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12349. * @param onLoad defines a callback called when texture is loaded
  12350. * @param onError defines a callback called if there is an error
  12351. * @returns the cube texture as an InternalTexture
  12352. */
  12353. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12354. /**
  12355. * Creates a new raw cube texture from a specified url
  12356. * @param url defines the url where the data is located
  12357. * @param scene defines the current scene
  12358. * @param size defines the size of the textures
  12359. * @param format defines the format of the data
  12360. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12361. * @param noMipmap defines if the engine should avoid generating the mip levels
  12362. * @param callback defines a callback used to extract texture data from loaded data
  12363. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12364. * @param onLoad defines a callback called when texture is loaded
  12365. * @param onError defines a callback called if there is an error
  12366. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12367. * @param invertY defines if data must be stored with Y axis inverted
  12368. * @returns the cube texture as an InternalTexture
  12369. */
  12370. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12371. /**
  12372. * Creates a new raw 3D texture
  12373. * @param data defines the data used to create the texture
  12374. * @param width defines the width of the texture
  12375. * @param height defines the height of the texture
  12376. * @param depth defines the depth of the texture
  12377. * @param format defines the format of the texture
  12378. * @param generateMipMaps defines if the engine must generate mip levels
  12379. * @param invertY defines if data must be stored with Y axis inverted
  12380. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12381. * @param compression defines the compressed used (can be null)
  12382. * @param textureType defines the compressed used (can be null)
  12383. * @returns a new raw 3D texture (stored in an InternalTexture)
  12384. */
  12385. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12386. /**
  12387. * Update a raw 3D texture
  12388. * @param texture defines the texture to update
  12389. * @param data defines the data to store
  12390. * @param format defines the data format
  12391. * @param invertY defines if data must be stored with Y axis inverted
  12392. */
  12393. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12394. /**
  12395. * Update a raw 3D texture
  12396. * @param texture defines the texture to update
  12397. * @param data defines the data to store
  12398. * @param format defines the data format
  12399. * @param invertY defines if data must be stored with Y axis inverted
  12400. * @param compression defines the used compression (can be null)
  12401. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12402. */
  12403. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12404. }
  12405. }
  12406. declare module BABYLON {
  12407. /**
  12408. * Raw texture can help creating a texture directly from an array of data.
  12409. * This can be super useful if you either get the data from an uncompressed source or
  12410. * if you wish to create your texture pixel by pixel.
  12411. */
  12412. export class RawTexture extends Texture {
  12413. /**
  12414. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12415. */
  12416. format: number;
  12417. private _engine;
  12418. /**
  12419. * Instantiates a new RawTexture.
  12420. * Raw texture can help creating a texture directly from an array of data.
  12421. * This can be super useful if you either get the data from an uncompressed source or
  12422. * if you wish to create your texture pixel by pixel.
  12423. * @param data define the array of data to use to create the texture
  12424. * @param width define the width of the texture
  12425. * @param height define the height of the texture
  12426. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12427. * @param scene define the scene the texture belongs to
  12428. * @param generateMipMaps define whether mip maps should be generated or not
  12429. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12430. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12431. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12432. */
  12433. constructor(data: ArrayBufferView, width: number, height: number,
  12434. /**
  12435. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12436. */
  12437. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12438. /**
  12439. * Updates the texture underlying data.
  12440. * @param data Define the new data of the texture
  12441. */
  12442. update(data: ArrayBufferView): void;
  12443. /**
  12444. * Creates a luminance texture from some data.
  12445. * @param data Define the texture data
  12446. * @param width Define the width of the texture
  12447. * @param height Define the height of the texture
  12448. * @param scene Define the scene the texture belongs to
  12449. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12450. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12451. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12452. * @returns the luminance texture
  12453. */
  12454. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12455. /**
  12456. * Creates a luminance alpha texture from some data.
  12457. * @param data Define the texture data
  12458. * @param width Define the width of the texture
  12459. * @param height Define the height of the texture
  12460. * @param scene Define the scene the texture belongs to
  12461. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12462. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12463. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12464. * @returns the luminance alpha texture
  12465. */
  12466. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12467. /**
  12468. * Creates an alpha texture from some data.
  12469. * @param data Define the texture data
  12470. * @param width Define the width of the texture
  12471. * @param height Define the height of the texture
  12472. * @param scene Define the scene the texture belongs to
  12473. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12474. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12475. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12476. * @returns the alpha texture
  12477. */
  12478. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12479. /**
  12480. * Creates a RGB texture from some data.
  12481. * @param data Define the texture data
  12482. * @param width Define the width of the texture
  12483. * @param height Define the height of the texture
  12484. * @param scene Define the scene the texture belongs to
  12485. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12486. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12487. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12488. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12489. * @returns the RGB alpha texture
  12490. */
  12491. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12492. /**
  12493. * Creates a RGBA texture from some data.
  12494. * @param data Define the texture data
  12495. * @param width Define the width of the texture
  12496. * @param height Define the height of the texture
  12497. * @param scene Define the scene the texture belongs to
  12498. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12499. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12500. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12501. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12502. * @returns the RGBA texture
  12503. */
  12504. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12505. /**
  12506. * Creates a R texture from some data.
  12507. * @param data Define the texture data
  12508. * @param width Define the width of the texture
  12509. * @param height Define the height of the texture
  12510. * @param scene Define the scene the texture belongs to
  12511. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12512. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12513. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12514. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12515. * @returns the R texture
  12516. */
  12517. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12518. }
  12519. }
  12520. declare module BABYLON {
  12521. /**
  12522. * Interface for the size containing width and height
  12523. */
  12524. export interface ISize {
  12525. /**
  12526. * Width
  12527. */
  12528. width: number;
  12529. /**
  12530. * Heighht
  12531. */
  12532. height: number;
  12533. }
  12534. /**
  12535. * Size containing widht and height
  12536. */
  12537. export class Size implements ISize {
  12538. /**
  12539. * Width
  12540. */
  12541. width: number;
  12542. /**
  12543. * Height
  12544. */
  12545. height: number;
  12546. /**
  12547. * Creates a Size object from the given width and height (floats).
  12548. * @param width width of the new size
  12549. * @param height height of the new size
  12550. */
  12551. constructor(width: number, height: number);
  12552. /**
  12553. * Returns a string with the Size width and height
  12554. * @returns a string with the Size width and height
  12555. */
  12556. toString(): string;
  12557. /**
  12558. * "Size"
  12559. * @returns the string "Size"
  12560. */
  12561. getClassName(): string;
  12562. /**
  12563. * Returns the Size hash code.
  12564. * @returns a hash code for a unique width and height
  12565. */
  12566. getHashCode(): number;
  12567. /**
  12568. * Updates the current size from the given one.
  12569. * @param src the given size
  12570. */
  12571. copyFrom(src: Size): void;
  12572. /**
  12573. * Updates in place the current Size from the given floats.
  12574. * @param width width of the new size
  12575. * @param height height of the new size
  12576. * @returns the updated Size.
  12577. */
  12578. copyFromFloats(width: number, height: number): Size;
  12579. /**
  12580. * Updates in place the current Size from the given floats.
  12581. * @param width width to set
  12582. * @param height height to set
  12583. * @returns the updated Size.
  12584. */
  12585. set(width: number, height: number): Size;
  12586. /**
  12587. * Multiplies the width and height by numbers
  12588. * @param w factor to multiple the width by
  12589. * @param h factor to multiple the height by
  12590. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12591. */
  12592. multiplyByFloats(w: number, h: number): Size;
  12593. /**
  12594. * Clones the size
  12595. * @returns a new Size copied from the given one.
  12596. */
  12597. clone(): Size;
  12598. /**
  12599. * True if the current Size and the given one width and height are strictly equal.
  12600. * @param other the other size to compare against
  12601. * @returns True if the current Size and the given one width and height are strictly equal.
  12602. */
  12603. equals(other: Size): boolean;
  12604. /**
  12605. * The surface of the Size : width * height (float).
  12606. */
  12607. readonly surface: number;
  12608. /**
  12609. * Create a new size of zero
  12610. * @returns a new Size set to (0.0, 0.0)
  12611. */
  12612. static Zero(): Size;
  12613. /**
  12614. * Sums the width and height of two sizes
  12615. * @param otherSize size to add to this size
  12616. * @returns a new Size set as the addition result of the current Size and the given one.
  12617. */
  12618. add(otherSize: Size): Size;
  12619. /**
  12620. * Subtracts the width and height of two
  12621. * @param otherSize size to subtract to this size
  12622. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12623. */
  12624. subtract(otherSize: Size): Size;
  12625. /**
  12626. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12627. * @param start starting size to lerp between
  12628. * @param end end size to lerp between
  12629. * @param amount amount to lerp between the start and end values
  12630. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12631. */
  12632. static Lerp(start: Size, end: Size, amount: number): Size;
  12633. }
  12634. }
  12635. declare module BABYLON {
  12636. /**
  12637. * Defines a runtime animation
  12638. */
  12639. export class RuntimeAnimation {
  12640. private _events;
  12641. /**
  12642. * The current frame of the runtime animation
  12643. */
  12644. private _currentFrame;
  12645. /**
  12646. * The animation used by the runtime animation
  12647. */
  12648. private _animation;
  12649. /**
  12650. * The target of the runtime animation
  12651. */
  12652. private _target;
  12653. /**
  12654. * The initiating animatable
  12655. */
  12656. private _host;
  12657. /**
  12658. * The original value of the runtime animation
  12659. */
  12660. private _originalValue;
  12661. /**
  12662. * The original blend value of the runtime animation
  12663. */
  12664. private _originalBlendValue;
  12665. /**
  12666. * The offsets cache of the runtime animation
  12667. */
  12668. private _offsetsCache;
  12669. /**
  12670. * The high limits cache of the runtime animation
  12671. */
  12672. private _highLimitsCache;
  12673. /**
  12674. * Specifies if the runtime animation has been stopped
  12675. */
  12676. private _stopped;
  12677. /**
  12678. * The blending factor of the runtime animation
  12679. */
  12680. private _blendingFactor;
  12681. /**
  12682. * The BabylonJS scene
  12683. */
  12684. private _scene;
  12685. /**
  12686. * The current value of the runtime animation
  12687. */
  12688. private _currentValue;
  12689. /** @hidden */
  12690. _animationState: _IAnimationState;
  12691. /**
  12692. * The active target of the runtime animation
  12693. */
  12694. private _activeTargets;
  12695. private _currentActiveTarget;
  12696. private _directTarget;
  12697. /**
  12698. * The target path of the runtime animation
  12699. */
  12700. private _targetPath;
  12701. /**
  12702. * The weight of the runtime animation
  12703. */
  12704. private _weight;
  12705. /**
  12706. * The ratio offset of the runtime animation
  12707. */
  12708. private _ratioOffset;
  12709. /**
  12710. * The previous delay of the runtime animation
  12711. */
  12712. private _previousDelay;
  12713. /**
  12714. * The previous ratio of the runtime animation
  12715. */
  12716. private _previousRatio;
  12717. private _enableBlending;
  12718. private _keys;
  12719. private _minFrame;
  12720. private _maxFrame;
  12721. private _minValue;
  12722. private _maxValue;
  12723. private _targetIsArray;
  12724. /**
  12725. * Gets the current frame of the runtime animation
  12726. */
  12727. readonly currentFrame: number;
  12728. /**
  12729. * Gets the weight of the runtime animation
  12730. */
  12731. readonly weight: number;
  12732. /**
  12733. * Gets the current value of the runtime animation
  12734. */
  12735. readonly currentValue: any;
  12736. /**
  12737. * Gets the target path of the runtime animation
  12738. */
  12739. readonly targetPath: string;
  12740. /**
  12741. * Gets the actual target of the runtime animation
  12742. */
  12743. readonly target: any;
  12744. /** @hidden */
  12745. _onLoop: () => void;
  12746. /**
  12747. * Create a new RuntimeAnimation object
  12748. * @param target defines the target of the animation
  12749. * @param animation defines the source animation object
  12750. * @param scene defines the hosting scene
  12751. * @param host defines the initiating Animatable
  12752. */
  12753. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12754. private _preparePath;
  12755. /**
  12756. * Gets the animation from the runtime animation
  12757. */
  12758. readonly animation: Animation;
  12759. /**
  12760. * Resets the runtime animation to the beginning
  12761. * @param restoreOriginal defines whether to restore the target property to the original value
  12762. */
  12763. reset(restoreOriginal?: boolean): void;
  12764. /**
  12765. * Specifies if the runtime animation is stopped
  12766. * @returns Boolean specifying if the runtime animation is stopped
  12767. */
  12768. isStopped(): boolean;
  12769. /**
  12770. * Disposes of the runtime animation
  12771. */
  12772. dispose(): void;
  12773. /**
  12774. * Apply the interpolated value to the target
  12775. * @param currentValue defines the value computed by the animation
  12776. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12777. */
  12778. setValue(currentValue: any, weight: number): void;
  12779. private _getOriginalValues;
  12780. private _setValue;
  12781. /**
  12782. * Gets the loop pmode of the runtime animation
  12783. * @returns Loop Mode
  12784. */
  12785. private _getCorrectLoopMode;
  12786. /**
  12787. * Move the current animation to a given frame
  12788. * @param frame defines the frame to move to
  12789. */
  12790. goToFrame(frame: number): void;
  12791. /**
  12792. * @hidden Internal use only
  12793. */
  12794. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12795. /**
  12796. * Execute the current animation
  12797. * @param delay defines the delay to add to the current frame
  12798. * @param from defines the lower bound of the animation range
  12799. * @param to defines the upper bound of the animation range
  12800. * @param loop defines if the current animation must loop
  12801. * @param speedRatio defines the current speed ratio
  12802. * @param weight defines the weight of the animation (default is -1 so no weight)
  12803. * @param onLoop optional callback called when animation loops
  12804. * @returns a boolean indicating if the animation is running
  12805. */
  12806. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12807. }
  12808. }
  12809. declare module BABYLON {
  12810. /**
  12811. * Class used to store an actual running animation
  12812. */
  12813. export class Animatable {
  12814. /** defines the target object */
  12815. target: any;
  12816. /** defines the starting frame number (default is 0) */
  12817. fromFrame: number;
  12818. /** defines the ending frame number (default is 100) */
  12819. toFrame: number;
  12820. /** defines if the animation must loop (default is false) */
  12821. loopAnimation: boolean;
  12822. /** defines a callback to call when animation ends if it is not looping */
  12823. onAnimationEnd?: (() => void) | null | undefined;
  12824. /** defines a callback to call when animation loops */
  12825. onAnimationLoop?: (() => void) | null | undefined;
  12826. private _localDelayOffset;
  12827. private _pausedDelay;
  12828. private _runtimeAnimations;
  12829. private _paused;
  12830. private _scene;
  12831. private _speedRatio;
  12832. private _weight;
  12833. private _syncRoot;
  12834. /**
  12835. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12836. * This will only apply for non looping animation (default is true)
  12837. */
  12838. disposeOnEnd: boolean;
  12839. /**
  12840. * Gets a boolean indicating if the animation has started
  12841. */
  12842. animationStarted: boolean;
  12843. /**
  12844. * Observer raised when the animation ends
  12845. */
  12846. onAnimationEndObservable: Observable<Animatable>;
  12847. /**
  12848. * Observer raised when the animation loops
  12849. */
  12850. onAnimationLoopObservable: Observable<Animatable>;
  12851. /**
  12852. * Gets the root Animatable used to synchronize and normalize animations
  12853. */
  12854. readonly syncRoot: Nullable<Animatable>;
  12855. /**
  12856. * Gets the current frame of the first RuntimeAnimation
  12857. * Used to synchronize Animatables
  12858. */
  12859. readonly masterFrame: number;
  12860. /**
  12861. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  12862. */
  12863. weight: number;
  12864. /**
  12865. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  12866. */
  12867. speedRatio: number;
  12868. /**
  12869. * Creates a new Animatable
  12870. * @param scene defines the hosting scene
  12871. * @param target defines the target object
  12872. * @param fromFrame defines the starting frame number (default is 0)
  12873. * @param toFrame defines the ending frame number (default is 100)
  12874. * @param loopAnimation defines if the animation must loop (default is false)
  12875. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  12876. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  12877. * @param animations defines a group of animation to add to the new Animatable
  12878. * @param onAnimationLoop defines a callback to call when animation loops
  12879. */
  12880. constructor(scene: Scene,
  12881. /** defines the target object */
  12882. target: any,
  12883. /** defines the starting frame number (default is 0) */
  12884. fromFrame?: number,
  12885. /** defines the ending frame number (default is 100) */
  12886. toFrame?: number,
  12887. /** defines if the animation must loop (default is false) */
  12888. loopAnimation?: boolean, speedRatio?: number,
  12889. /** defines a callback to call when animation ends if it is not looping */
  12890. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  12891. /** defines a callback to call when animation loops */
  12892. onAnimationLoop?: (() => void) | null | undefined);
  12893. /**
  12894. * Synchronize and normalize current Animatable with a source Animatable
  12895. * This is useful when using animation weights and when animations are not of the same length
  12896. * @param root defines the root Animatable to synchronize with
  12897. * @returns the current Animatable
  12898. */
  12899. syncWith(root: Animatable): Animatable;
  12900. /**
  12901. * Gets the list of runtime animations
  12902. * @returns an array of RuntimeAnimation
  12903. */
  12904. getAnimations(): RuntimeAnimation[];
  12905. /**
  12906. * Adds more animations to the current animatable
  12907. * @param target defines the target of the animations
  12908. * @param animations defines the new animations to add
  12909. */
  12910. appendAnimations(target: any, animations: Animation[]): void;
  12911. /**
  12912. * Gets the source animation for a specific property
  12913. * @param property defines the propertyu to look for
  12914. * @returns null or the source animation for the given property
  12915. */
  12916. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  12917. /**
  12918. * Gets the runtime animation for a specific property
  12919. * @param property defines the propertyu to look for
  12920. * @returns null or the runtime animation for the given property
  12921. */
  12922. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  12923. /**
  12924. * Resets the animatable to its original state
  12925. */
  12926. reset(): void;
  12927. /**
  12928. * Allows the animatable to blend with current running animations
  12929. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  12930. * @param blendingSpeed defines the blending speed to use
  12931. */
  12932. enableBlending(blendingSpeed: number): void;
  12933. /**
  12934. * Disable animation blending
  12935. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  12936. */
  12937. disableBlending(): void;
  12938. /**
  12939. * Jump directly to a given frame
  12940. * @param frame defines the frame to jump to
  12941. */
  12942. goToFrame(frame: number): void;
  12943. /**
  12944. * Pause the animation
  12945. */
  12946. pause(): void;
  12947. /**
  12948. * Restart the animation
  12949. */
  12950. restart(): void;
  12951. private _raiseOnAnimationEnd;
  12952. /**
  12953. * Stop and delete the current animation
  12954. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  12955. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  12956. */
  12957. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  12958. /**
  12959. * Wait asynchronously for the animation to end
  12960. * @returns a promise which will be fullfilled when the animation ends
  12961. */
  12962. waitAsync(): Promise<Animatable>;
  12963. /** @hidden */
  12964. _animate(delay: number): boolean;
  12965. }
  12966. interface Scene {
  12967. /** @hidden */
  12968. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  12969. /** @hidden */
  12970. _processLateAnimationBindingsForMatrices(holder: {
  12971. totalWeight: number;
  12972. animations: RuntimeAnimation[];
  12973. originalValue: Matrix;
  12974. }): any;
  12975. /** @hidden */
  12976. _processLateAnimationBindingsForQuaternions(holder: {
  12977. totalWeight: number;
  12978. animations: RuntimeAnimation[];
  12979. originalValue: Quaternion;
  12980. }, refQuaternion: Quaternion): Quaternion;
  12981. /** @hidden */
  12982. _processLateAnimationBindings(): void;
  12983. /**
  12984. * Will start the animation sequence of a given target
  12985. * @param target defines the target
  12986. * @param from defines from which frame should animation start
  12987. * @param to defines until which frame should animation run.
  12988. * @param weight defines the weight to apply to the animation (1.0 by default)
  12989. * @param loop defines if the animation loops
  12990. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  12991. * @param onAnimationEnd defines the function to be executed when the animation ends
  12992. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  12993. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  12994. * @param onAnimationLoop defines the callback to call when an animation loops
  12995. * @returns the animatable object created for this animation
  12996. */
  12997. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  12998. /**
  12999. * Will start the animation sequence of a given target
  13000. * @param target defines the target
  13001. * @param from defines from which frame should animation start
  13002. * @param to defines until which frame should animation run.
  13003. * @param loop defines if the animation loops
  13004. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13005. * @param onAnimationEnd defines the function to be executed when the animation ends
  13006. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13007. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13008. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13009. * @param onAnimationLoop defines the callback to call when an animation loops
  13010. * @returns the animatable object created for this animation
  13011. */
  13012. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13013. /**
  13014. * Will start the animation sequence of a given target and its hierarchy
  13015. * @param target defines the target
  13016. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13017. * @param from defines from which frame should animation start
  13018. * @param to defines until which frame should animation run.
  13019. * @param loop defines if the animation loops
  13020. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13021. * @param onAnimationEnd defines the function to be executed when the animation ends
  13022. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13023. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13024. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13025. * @param onAnimationLoop defines the callback to call when an animation loops
  13026. * @returns the list of created animatables
  13027. */
  13028. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13029. /**
  13030. * Begin a new animation on a given node
  13031. * @param target defines the target where the animation will take place
  13032. * @param animations defines the list of animations to start
  13033. * @param from defines the initial value
  13034. * @param to defines the final value
  13035. * @param loop defines if you want animation to loop (off by default)
  13036. * @param speedRatio defines the speed ratio to apply to all animations
  13037. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13038. * @param onAnimationLoop defines the callback to call when an animation loops
  13039. * @returns the list of created animatables
  13040. */
  13041. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13042. /**
  13043. * Begin a new animation on a given node and its hierarchy
  13044. * @param target defines the root node where the animation will take place
  13045. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13046. * @param animations defines the list of animations to start
  13047. * @param from defines the initial value
  13048. * @param to defines the final value
  13049. * @param loop defines if you want animation to loop (off by default)
  13050. * @param speedRatio defines the speed ratio to apply to all animations
  13051. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13052. * @param onAnimationLoop defines the callback to call when an animation loops
  13053. * @returns the list of animatables created for all nodes
  13054. */
  13055. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13056. /**
  13057. * Gets the animatable associated with a specific target
  13058. * @param target defines the target of the animatable
  13059. * @returns the required animatable if found
  13060. */
  13061. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13062. /**
  13063. * Gets all animatables associated with a given target
  13064. * @param target defines the target to look animatables for
  13065. * @returns an array of Animatables
  13066. */
  13067. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13068. /**
  13069. * Stops and removes all animations that have been applied to the scene
  13070. */
  13071. stopAllAnimations(): void;
  13072. /**
  13073. * Gets the current delta time used by animation engine
  13074. */
  13075. deltaTime: number;
  13076. }
  13077. interface Bone {
  13078. /**
  13079. * Copy an animation range from another bone
  13080. * @param source defines the source bone
  13081. * @param rangeName defines the range name to copy
  13082. * @param frameOffset defines the frame offset
  13083. * @param rescaleAsRequired defines if rescaling must be applied if required
  13084. * @param skelDimensionsRatio defines the scaling ratio
  13085. * @returns true if operation was successful
  13086. */
  13087. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13088. }
  13089. }
  13090. declare module BABYLON {
  13091. /**
  13092. * Class used to override all child animations of a given target
  13093. */
  13094. export class AnimationPropertiesOverride {
  13095. /**
  13096. * Gets or sets a value indicating if animation blending must be used
  13097. */
  13098. enableBlending: boolean;
  13099. /**
  13100. * Gets or sets the blending speed to use when enableBlending is true
  13101. */
  13102. blendingSpeed: number;
  13103. /**
  13104. * Gets or sets the default loop mode to use
  13105. */
  13106. loopMode: number;
  13107. }
  13108. }
  13109. declare module BABYLON {
  13110. /**
  13111. * Class used to handle skinning animations
  13112. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13113. */
  13114. export class Skeleton implements IAnimatable {
  13115. /** defines the skeleton name */
  13116. name: string;
  13117. /** defines the skeleton Id */
  13118. id: string;
  13119. /**
  13120. * Defines the list of child bones
  13121. */
  13122. bones: Bone[];
  13123. /**
  13124. * Defines an estimate of the dimension of the skeleton at rest
  13125. */
  13126. dimensionsAtRest: Vector3;
  13127. /**
  13128. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13129. */
  13130. needInitialSkinMatrix: boolean;
  13131. /**
  13132. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13133. */
  13134. overrideMesh: Nullable<AbstractMesh>;
  13135. /**
  13136. * Gets the list of animations attached to this skeleton
  13137. */
  13138. animations: Array<Animation>;
  13139. private _scene;
  13140. private _isDirty;
  13141. private _transformMatrices;
  13142. private _transformMatrixTexture;
  13143. private _meshesWithPoseMatrix;
  13144. private _animatables;
  13145. private _identity;
  13146. private _synchronizedWithMesh;
  13147. private _ranges;
  13148. private _lastAbsoluteTransformsUpdateId;
  13149. private _canUseTextureForBones;
  13150. private _uniqueId;
  13151. /** @hidden */
  13152. _numBonesWithLinkedTransformNode: number;
  13153. /** @hidden */
  13154. _hasWaitingData: Nullable<boolean>;
  13155. /**
  13156. * Specifies if the skeleton should be serialized
  13157. */
  13158. doNotSerialize: boolean;
  13159. private _useTextureToStoreBoneMatrices;
  13160. /**
  13161. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13162. * Please note that this option is not available if the hardware does not support it
  13163. */
  13164. useTextureToStoreBoneMatrices: boolean;
  13165. private _animationPropertiesOverride;
  13166. /**
  13167. * Gets or sets the animation properties override
  13168. */
  13169. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13170. /**
  13171. * List of inspectable custom properties (used by the Inspector)
  13172. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13173. */
  13174. inspectableCustomProperties: IInspectable[];
  13175. /**
  13176. * An observable triggered before computing the skeleton's matrices
  13177. */
  13178. onBeforeComputeObservable: Observable<Skeleton>;
  13179. /**
  13180. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13181. */
  13182. readonly isUsingTextureForMatrices: boolean;
  13183. /**
  13184. * Gets the unique ID of this skeleton
  13185. */
  13186. readonly uniqueId: number;
  13187. /**
  13188. * Creates a new skeleton
  13189. * @param name defines the skeleton name
  13190. * @param id defines the skeleton Id
  13191. * @param scene defines the hosting scene
  13192. */
  13193. constructor(
  13194. /** defines the skeleton name */
  13195. name: string,
  13196. /** defines the skeleton Id */
  13197. id: string, scene: Scene);
  13198. /**
  13199. * Gets the current object class name.
  13200. * @return the class name
  13201. */
  13202. getClassName(): string;
  13203. /**
  13204. * Returns an array containing the root bones
  13205. * @returns an array containing the root bones
  13206. */
  13207. getChildren(): Array<Bone>;
  13208. /**
  13209. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13210. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13211. * @returns a Float32Array containing matrices data
  13212. */
  13213. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13214. /**
  13215. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13216. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13217. * @returns a raw texture containing the data
  13218. */
  13219. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13220. /**
  13221. * Gets the current hosting scene
  13222. * @returns a scene object
  13223. */
  13224. getScene(): Scene;
  13225. /**
  13226. * Gets a string representing the current skeleton data
  13227. * @param fullDetails defines a boolean indicating if we want a verbose version
  13228. * @returns a string representing the current skeleton data
  13229. */
  13230. toString(fullDetails?: boolean): string;
  13231. /**
  13232. * Get bone's index searching by name
  13233. * @param name defines bone's name to search for
  13234. * @return the indice of the bone. Returns -1 if not found
  13235. */
  13236. getBoneIndexByName(name: string): number;
  13237. /**
  13238. * Creater a new animation range
  13239. * @param name defines the name of the range
  13240. * @param from defines the start key
  13241. * @param to defines the end key
  13242. */
  13243. createAnimationRange(name: string, from: number, to: number): void;
  13244. /**
  13245. * Delete a specific animation range
  13246. * @param name defines the name of the range
  13247. * @param deleteFrames defines if frames must be removed as well
  13248. */
  13249. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13250. /**
  13251. * Gets a specific animation range
  13252. * @param name defines the name of the range to look for
  13253. * @returns the requested animation range or null if not found
  13254. */
  13255. getAnimationRange(name: string): Nullable<AnimationRange>;
  13256. /**
  13257. * Gets the list of all animation ranges defined on this skeleton
  13258. * @returns an array
  13259. */
  13260. getAnimationRanges(): Nullable<AnimationRange>[];
  13261. /**
  13262. * Copy animation range from a source skeleton.
  13263. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13264. * @param source defines the source skeleton
  13265. * @param name defines the name of the range to copy
  13266. * @param rescaleAsRequired defines if rescaling must be applied if required
  13267. * @returns true if operation was successful
  13268. */
  13269. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13270. /**
  13271. * Forces the skeleton to go to rest pose
  13272. */
  13273. returnToRest(): void;
  13274. private _getHighestAnimationFrame;
  13275. /**
  13276. * Begin a specific animation range
  13277. * @param name defines the name of the range to start
  13278. * @param loop defines if looping must be turned on (false by default)
  13279. * @param speedRatio defines the speed ratio to apply (1 by default)
  13280. * @param onAnimationEnd defines a callback which will be called when animation will end
  13281. * @returns a new animatable
  13282. */
  13283. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13284. /** @hidden */
  13285. _markAsDirty(): void;
  13286. /** @hidden */
  13287. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13288. /** @hidden */
  13289. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13290. private _computeTransformMatrices;
  13291. /**
  13292. * Build all resources required to render a skeleton
  13293. */
  13294. prepare(): void;
  13295. /**
  13296. * Gets the list of animatables currently running for this skeleton
  13297. * @returns an array of animatables
  13298. */
  13299. getAnimatables(): IAnimatable[];
  13300. /**
  13301. * Clone the current skeleton
  13302. * @param name defines the name of the new skeleton
  13303. * @param id defines the id of the new skeleton
  13304. * @returns the new skeleton
  13305. */
  13306. clone(name: string, id: string): Skeleton;
  13307. /**
  13308. * Enable animation blending for this skeleton
  13309. * @param blendingSpeed defines the blending speed to apply
  13310. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13311. */
  13312. enableBlending(blendingSpeed?: number): void;
  13313. /**
  13314. * Releases all resources associated with the current skeleton
  13315. */
  13316. dispose(): void;
  13317. /**
  13318. * Serialize the skeleton in a JSON object
  13319. * @returns a JSON object
  13320. */
  13321. serialize(): any;
  13322. /**
  13323. * Creates a new skeleton from serialized data
  13324. * @param parsedSkeleton defines the serialized data
  13325. * @param scene defines the hosting scene
  13326. * @returns a new skeleton
  13327. */
  13328. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13329. /**
  13330. * Compute all node absolute transforms
  13331. * @param forceUpdate defines if computation must be done even if cache is up to date
  13332. */
  13333. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13334. /**
  13335. * Gets the root pose matrix
  13336. * @returns a matrix
  13337. */
  13338. getPoseMatrix(): Nullable<Matrix>;
  13339. /**
  13340. * Sorts bones per internal index
  13341. */
  13342. sortBones(): void;
  13343. private _sortBones;
  13344. }
  13345. }
  13346. declare module BABYLON {
  13347. /**
  13348. * Class used to store bone information
  13349. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13350. */
  13351. export class Bone extends Node {
  13352. /**
  13353. * defines the bone name
  13354. */
  13355. name: string;
  13356. private static _tmpVecs;
  13357. private static _tmpQuat;
  13358. private static _tmpMats;
  13359. /**
  13360. * Gets the list of child bones
  13361. */
  13362. children: Bone[];
  13363. /** Gets the animations associated with this bone */
  13364. animations: Animation[];
  13365. /**
  13366. * Gets or sets bone length
  13367. */
  13368. length: number;
  13369. /**
  13370. * @hidden Internal only
  13371. * Set this value to map this bone to a different index in the transform matrices
  13372. * Set this value to -1 to exclude the bone from the transform matrices
  13373. */
  13374. _index: Nullable<number>;
  13375. private _skeleton;
  13376. private _localMatrix;
  13377. private _restPose;
  13378. private _baseMatrix;
  13379. private _absoluteTransform;
  13380. private _invertedAbsoluteTransform;
  13381. private _parent;
  13382. private _scalingDeterminant;
  13383. private _worldTransform;
  13384. private _localScaling;
  13385. private _localRotation;
  13386. private _localPosition;
  13387. private _needToDecompose;
  13388. private _needToCompose;
  13389. /** @hidden */
  13390. _linkedTransformNode: Nullable<TransformNode>;
  13391. /** @hidden */
  13392. _waitingTransformNodeId: Nullable<string>;
  13393. /** @hidden */
  13394. /** @hidden */
  13395. _matrix: Matrix;
  13396. /**
  13397. * Create a new bone
  13398. * @param name defines the bone name
  13399. * @param skeleton defines the parent skeleton
  13400. * @param parentBone defines the parent (can be null if the bone is the root)
  13401. * @param localMatrix defines the local matrix
  13402. * @param restPose defines the rest pose matrix
  13403. * @param baseMatrix defines the base matrix
  13404. * @param index defines index of the bone in the hiearchy
  13405. */
  13406. constructor(
  13407. /**
  13408. * defines the bone name
  13409. */
  13410. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13411. /**
  13412. * Gets the current object class name.
  13413. * @return the class name
  13414. */
  13415. getClassName(): string;
  13416. /**
  13417. * Gets the parent skeleton
  13418. * @returns a skeleton
  13419. */
  13420. getSkeleton(): Skeleton;
  13421. /**
  13422. * Gets parent bone
  13423. * @returns a bone or null if the bone is the root of the bone hierarchy
  13424. */
  13425. getParent(): Nullable<Bone>;
  13426. /**
  13427. * Returns an array containing the root bones
  13428. * @returns an array containing the root bones
  13429. */
  13430. getChildren(): Array<Bone>;
  13431. /**
  13432. * Sets the parent bone
  13433. * @param parent defines the parent (can be null if the bone is the root)
  13434. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13435. */
  13436. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13437. /**
  13438. * Gets the local matrix
  13439. * @returns a matrix
  13440. */
  13441. getLocalMatrix(): Matrix;
  13442. /**
  13443. * Gets the base matrix (initial matrix which remains unchanged)
  13444. * @returns a matrix
  13445. */
  13446. getBaseMatrix(): Matrix;
  13447. /**
  13448. * Gets the rest pose matrix
  13449. * @returns a matrix
  13450. */
  13451. getRestPose(): Matrix;
  13452. /**
  13453. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13454. */
  13455. getWorldMatrix(): Matrix;
  13456. /**
  13457. * Sets the local matrix to rest pose matrix
  13458. */
  13459. returnToRest(): void;
  13460. /**
  13461. * Gets the inverse of the absolute transform matrix.
  13462. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13463. * @returns a matrix
  13464. */
  13465. getInvertedAbsoluteTransform(): Matrix;
  13466. /**
  13467. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13468. * @returns a matrix
  13469. */
  13470. getAbsoluteTransform(): Matrix;
  13471. /**
  13472. * Links with the given transform node.
  13473. * The local matrix of this bone is copied from the transform node every frame.
  13474. * @param transformNode defines the transform node to link to
  13475. */
  13476. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13477. /**
  13478. * Gets the node used to drive the bone's transformation
  13479. * @returns a transform node or null
  13480. */
  13481. getTransformNode(): Nullable<TransformNode>;
  13482. /** Gets or sets current position (in local space) */
  13483. position: Vector3;
  13484. /** Gets or sets current rotation (in local space) */
  13485. rotation: Vector3;
  13486. /** Gets or sets current rotation quaternion (in local space) */
  13487. rotationQuaternion: Quaternion;
  13488. /** Gets or sets current scaling (in local space) */
  13489. scaling: Vector3;
  13490. /**
  13491. * Gets the animation properties override
  13492. */
  13493. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13494. private _decompose;
  13495. private _compose;
  13496. /**
  13497. * Update the base and local matrices
  13498. * @param matrix defines the new base or local matrix
  13499. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13500. * @param updateLocalMatrix defines if the local matrix should be updated
  13501. */
  13502. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13503. /** @hidden */
  13504. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13505. /**
  13506. * Flag the bone as dirty (Forcing it to update everything)
  13507. */
  13508. markAsDirty(): void;
  13509. /** @hidden */
  13510. _markAsDirtyAndCompose(): void;
  13511. private _markAsDirtyAndDecompose;
  13512. /**
  13513. * Translate the bone in local or world space
  13514. * @param vec The amount to translate the bone
  13515. * @param space The space that the translation is in
  13516. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13517. */
  13518. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13519. /**
  13520. * Set the postion of the bone in local or world space
  13521. * @param position The position to set the bone
  13522. * @param space The space that the position is in
  13523. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13524. */
  13525. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13526. /**
  13527. * Set the absolute position of the bone (world space)
  13528. * @param position The position to set the bone
  13529. * @param mesh The mesh that this bone is attached to
  13530. */
  13531. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13532. /**
  13533. * Scale the bone on the x, y and z axes (in local space)
  13534. * @param x The amount to scale the bone on the x axis
  13535. * @param y The amount to scale the bone on the y axis
  13536. * @param z The amount to scale the bone on the z axis
  13537. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13538. */
  13539. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13540. /**
  13541. * Set the bone scaling in local space
  13542. * @param scale defines the scaling vector
  13543. */
  13544. setScale(scale: Vector3): void;
  13545. /**
  13546. * Gets the current scaling in local space
  13547. * @returns the current scaling vector
  13548. */
  13549. getScale(): Vector3;
  13550. /**
  13551. * Gets the current scaling in local space and stores it in a target vector
  13552. * @param result defines the target vector
  13553. */
  13554. getScaleToRef(result: Vector3): void;
  13555. /**
  13556. * Set the yaw, pitch, and roll of the bone in local or world space
  13557. * @param yaw The rotation of the bone on the y axis
  13558. * @param pitch The rotation of the bone on the x axis
  13559. * @param roll The rotation of the bone on the z axis
  13560. * @param space The space that the axes of rotation are in
  13561. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13562. */
  13563. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13564. /**
  13565. * Add a rotation to the bone on an axis in local or world space
  13566. * @param axis The axis to rotate the bone on
  13567. * @param amount The amount to rotate the bone
  13568. * @param space The space that the axis is in
  13569. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13570. */
  13571. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13572. /**
  13573. * Set the rotation of the bone to a particular axis angle in local or world space
  13574. * @param axis The axis to rotate the bone on
  13575. * @param angle The angle that the bone should be rotated to
  13576. * @param space The space that the axis is in
  13577. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13578. */
  13579. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13580. /**
  13581. * Set the euler rotation of the bone in local of world space
  13582. * @param rotation The euler rotation that the bone should be set to
  13583. * @param space The space that the rotation is in
  13584. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13585. */
  13586. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13587. /**
  13588. * Set the quaternion rotation of the bone in local of world space
  13589. * @param quat The quaternion rotation that the bone should be set to
  13590. * @param space The space that the rotation is in
  13591. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13592. */
  13593. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13594. /**
  13595. * Set the rotation matrix of the bone in local of world space
  13596. * @param rotMat The rotation matrix that the bone should be set to
  13597. * @param space The space that the rotation is in
  13598. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13599. */
  13600. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13601. private _rotateWithMatrix;
  13602. private _getNegativeRotationToRef;
  13603. /**
  13604. * Get the position of the bone in local or world space
  13605. * @param space The space that the returned position is in
  13606. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13607. * @returns The position of the bone
  13608. */
  13609. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13610. /**
  13611. * Copy the position of the bone to a vector3 in local or world space
  13612. * @param space The space that the returned position is in
  13613. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13614. * @param result The vector3 to copy the position to
  13615. */
  13616. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13617. /**
  13618. * Get the absolute position of the bone (world space)
  13619. * @param mesh The mesh that this bone is attached to
  13620. * @returns The absolute position of the bone
  13621. */
  13622. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13623. /**
  13624. * Copy the absolute position of the bone (world space) to the result param
  13625. * @param mesh The mesh that this bone is attached to
  13626. * @param result The vector3 to copy the absolute position to
  13627. */
  13628. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13629. /**
  13630. * Compute the absolute transforms of this bone and its children
  13631. */
  13632. computeAbsoluteTransforms(): void;
  13633. /**
  13634. * Get the world direction from an axis that is in the local space of the bone
  13635. * @param localAxis The local direction that is used to compute the world direction
  13636. * @param mesh The mesh that this bone is attached to
  13637. * @returns The world direction
  13638. */
  13639. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13640. /**
  13641. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13642. * @param localAxis The local direction that is used to compute the world direction
  13643. * @param mesh The mesh that this bone is attached to
  13644. * @param result The vector3 that the world direction will be copied to
  13645. */
  13646. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13647. /**
  13648. * Get the euler rotation of the bone in local or world space
  13649. * @param space The space that the rotation should be in
  13650. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13651. * @returns The euler rotation
  13652. */
  13653. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13654. /**
  13655. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13656. * @param space The space that the rotation should be in
  13657. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13658. * @param result The vector3 that the rotation should be copied to
  13659. */
  13660. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13661. /**
  13662. * Get the quaternion rotation of the bone in either local or world space
  13663. * @param space The space that the rotation should be in
  13664. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13665. * @returns The quaternion rotation
  13666. */
  13667. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13668. /**
  13669. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13670. * @param space The space that the rotation should be in
  13671. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13672. * @param result The quaternion that the rotation should be copied to
  13673. */
  13674. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13675. /**
  13676. * Get the rotation matrix of the bone in local or world space
  13677. * @param space The space that the rotation should be in
  13678. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13679. * @returns The rotation matrix
  13680. */
  13681. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13682. /**
  13683. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13684. * @param space The space that the rotation should be in
  13685. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13686. * @param result The quaternion that the rotation should be copied to
  13687. */
  13688. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13689. /**
  13690. * Get the world position of a point that is in the local space of the bone
  13691. * @param position The local position
  13692. * @param mesh The mesh that this bone is attached to
  13693. * @returns The world position
  13694. */
  13695. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13696. /**
  13697. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13698. * @param position The local position
  13699. * @param mesh The mesh that this bone is attached to
  13700. * @param result The vector3 that the world position should be copied to
  13701. */
  13702. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13703. /**
  13704. * Get the local position of a point that is in world space
  13705. * @param position The world position
  13706. * @param mesh The mesh that this bone is attached to
  13707. * @returns The local position
  13708. */
  13709. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13710. /**
  13711. * Get the local position of a point that is in world space and copy it to the result param
  13712. * @param position The world position
  13713. * @param mesh The mesh that this bone is attached to
  13714. * @param result The vector3 that the local position should be copied to
  13715. */
  13716. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13717. }
  13718. }
  13719. declare module BABYLON {
  13720. /**
  13721. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13722. * @see https://doc.babylonjs.com/how_to/transformnode
  13723. */
  13724. export class TransformNode extends Node {
  13725. /**
  13726. * Object will not rotate to face the camera
  13727. */
  13728. static BILLBOARDMODE_NONE: number;
  13729. /**
  13730. * Object will rotate to face the camera but only on the x axis
  13731. */
  13732. static BILLBOARDMODE_X: number;
  13733. /**
  13734. * Object will rotate to face the camera but only on the y axis
  13735. */
  13736. static BILLBOARDMODE_Y: number;
  13737. /**
  13738. * Object will rotate to face the camera but only on the z axis
  13739. */
  13740. static BILLBOARDMODE_Z: number;
  13741. /**
  13742. * Object will rotate to face the camera
  13743. */
  13744. static BILLBOARDMODE_ALL: number;
  13745. /**
  13746. * Object will rotate to face the camera's position instead of orientation
  13747. */
  13748. static BILLBOARDMODE_USE_POSITION: number;
  13749. private _forward;
  13750. private _forwardInverted;
  13751. private _up;
  13752. private _right;
  13753. private _rightInverted;
  13754. private _position;
  13755. private _rotation;
  13756. private _rotationQuaternion;
  13757. protected _scaling: Vector3;
  13758. protected _isDirty: boolean;
  13759. private _transformToBoneReferal;
  13760. private _isAbsoluteSynced;
  13761. private _billboardMode;
  13762. /**
  13763. * Gets or sets the billboard mode. Default is 0.
  13764. *
  13765. * | Value | Type | Description |
  13766. * | --- | --- | --- |
  13767. * | 0 | BILLBOARDMODE_NONE | |
  13768. * | 1 | BILLBOARDMODE_X | |
  13769. * | 2 | BILLBOARDMODE_Y | |
  13770. * | 4 | BILLBOARDMODE_Z | |
  13771. * | 7 | BILLBOARDMODE_ALL | |
  13772. *
  13773. */
  13774. billboardMode: number;
  13775. private _preserveParentRotationForBillboard;
  13776. /**
  13777. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13778. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13779. */
  13780. preserveParentRotationForBillboard: boolean;
  13781. /**
  13782. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  13783. */
  13784. scalingDeterminant: number;
  13785. private _infiniteDistance;
  13786. /**
  13787. * Gets or sets the distance of the object to max, often used by skybox
  13788. */
  13789. infiniteDistance: boolean;
  13790. /**
  13791. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13792. * By default the system will update normals to compensate
  13793. */
  13794. ignoreNonUniformScaling: boolean;
  13795. /**
  13796. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  13797. */
  13798. reIntegrateRotationIntoRotationQuaternion: boolean;
  13799. /** @hidden */
  13800. _poseMatrix: Nullable<Matrix>;
  13801. /** @hidden */
  13802. _localMatrix: Matrix;
  13803. private _usePivotMatrix;
  13804. private _absolutePosition;
  13805. private _absoluteScaling;
  13806. private _absoluteRotationQuaternion;
  13807. private _pivotMatrix;
  13808. private _pivotMatrixInverse;
  13809. protected _postMultiplyPivotMatrix: boolean;
  13810. protected _isWorldMatrixFrozen: boolean;
  13811. /** @hidden */
  13812. _indexInSceneTransformNodesArray: number;
  13813. /**
  13814. * An event triggered after the world matrix is updated
  13815. */
  13816. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  13817. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  13818. /**
  13819. * Gets a string identifying the name of the class
  13820. * @returns "TransformNode" string
  13821. */
  13822. getClassName(): string;
  13823. /**
  13824. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  13825. */
  13826. position: Vector3;
  13827. /**
  13828. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  13829. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  13830. */
  13831. rotation: Vector3;
  13832. /**
  13833. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  13834. */
  13835. scaling: Vector3;
  13836. /**
  13837. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  13838. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  13839. */
  13840. rotationQuaternion: Nullable<Quaternion>;
  13841. /**
  13842. * The forward direction of that transform in world space.
  13843. */
  13844. readonly forward: Vector3;
  13845. /**
  13846. * The up direction of that transform in world space.
  13847. */
  13848. readonly up: Vector3;
  13849. /**
  13850. * The right direction of that transform in world space.
  13851. */
  13852. readonly right: Vector3;
  13853. /**
  13854. * Copies the parameter passed Matrix into the mesh Pose matrix.
  13855. * @param matrix the matrix to copy the pose from
  13856. * @returns this TransformNode.
  13857. */
  13858. updatePoseMatrix(matrix: Matrix): TransformNode;
  13859. /**
  13860. * Returns the mesh Pose matrix.
  13861. * @returns the pose matrix
  13862. */
  13863. getPoseMatrix(): Matrix;
  13864. /** @hidden */
  13865. _isSynchronized(): boolean;
  13866. /** @hidden */
  13867. _initCache(): void;
  13868. /**
  13869. * Flag the transform node as dirty (Forcing it to update everything)
  13870. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  13871. * @returns this transform node
  13872. */
  13873. markAsDirty(property: string): TransformNode;
  13874. /**
  13875. * Returns the current mesh absolute position.
  13876. * Returns a Vector3.
  13877. */
  13878. readonly absolutePosition: Vector3;
  13879. /**
  13880. * Returns the current mesh absolute scaling.
  13881. * Returns a Vector3.
  13882. */
  13883. readonly absoluteScaling: Vector3;
  13884. /**
  13885. * Returns the current mesh absolute rotation.
  13886. * Returns a Quaternion.
  13887. */
  13888. readonly absoluteRotationQuaternion: Quaternion;
  13889. /**
  13890. * Sets a new matrix to apply before all other transformation
  13891. * @param matrix defines the transform matrix
  13892. * @returns the current TransformNode
  13893. */
  13894. setPreTransformMatrix(matrix: Matrix): TransformNode;
  13895. /**
  13896. * Sets a new pivot matrix to the current node
  13897. * @param matrix defines the new pivot matrix to use
  13898. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  13899. * @returns the current TransformNode
  13900. */
  13901. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  13902. /**
  13903. * Returns the mesh pivot matrix.
  13904. * Default : Identity.
  13905. * @returns the matrix
  13906. */
  13907. getPivotMatrix(): Matrix;
  13908. /**
  13909. * Instantiate (when possible) or clone that node with its hierarchy
  13910. * @param newParent defines the new parent to use for the instance (or clone)
  13911. * @returns an instance (or a clone) of the current node with its hiearchy
  13912. */
  13913. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  13914. /**
  13915. * Prevents the World matrix to be computed any longer
  13916. * @param newWorldMatrix defines an optional matrix to use as world matrix
  13917. * @returns the TransformNode.
  13918. */
  13919. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  13920. /**
  13921. * Allows back the World matrix computation.
  13922. * @returns the TransformNode.
  13923. */
  13924. unfreezeWorldMatrix(): this;
  13925. /**
  13926. * True if the World matrix has been frozen.
  13927. */
  13928. readonly isWorldMatrixFrozen: boolean;
  13929. /**
  13930. * Retuns the mesh absolute position in the World.
  13931. * @returns a Vector3.
  13932. */
  13933. getAbsolutePosition(): Vector3;
  13934. /**
  13935. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  13936. * @param absolutePosition the absolute position to set
  13937. * @returns the TransformNode.
  13938. */
  13939. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  13940. /**
  13941. * Sets the mesh position in its local space.
  13942. * @param vector3 the position to set in localspace
  13943. * @returns the TransformNode.
  13944. */
  13945. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  13946. /**
  13947. * Returns the mesh position in the local space from the current World matrix values.
  13948. * @returns a new Vector3.
  13949. */
  13950. getPositionExpressedInLocalSpace(): Vector3;
  13951. /**
  13952. * Translates the mesh along the passed Vector3 in its local space.
  13953. * @param vector3 the distance to translate in localspace
  13954. * @returns the TransformNode.
  13955. */
  13956. locallyTranslate(vector3: Vector3): TransformNode;
  13957. private static _lookAtVectorCache;
  13958. /**
  13959. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  13960. * @param targetPoint the position (must be in same space as current mesh) to look at
  13961. * @param yawCor optional yaw (y-axis) correction in radians
  13962. * @param pitchCor optional pitch (x-axis) correction in radians
  13963. * @param rollCor optional roll (z-axis) correction in radians
  13964. * @param space the choosen space of the target
  13965. * @returns the TransformNode.
  13966. */
  13967. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  13968. /**
  13969. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  13970. * This Vector3 is expressed in the World space.
  13971. * @param localAxis axis to rotate
  13972. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  13973. */
  13974. getDirection(localAxis: Vector3): Vector3;
  13975. /**
  13976. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  13977. * localAxis is expressed in the mesh local space.
  13978. * result is computed in the Wordl space from the mesh World matrix.
  13979. * @param localAxis axis to rotate
  13980. * @param result the resulting transformnode
  13981. * @returns this TransformNode.
  13982. */
  13983. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  13984. /**
  13985. * Sets this transform node rotation to the given local axis.
  13986. * @param localAxis the axis in local space
  13987. * @param yawCor optional yaw (y-axis) correction in radians
  13988. * @param pitchCor optional pitch (x-axis) correction in radians
  13989. * @param rollCor optional roll (z-axis) correction in radians
  13990. * @returns this TransformNode
  13991. */
  13992. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  13993. /**
  13994. * Sets a new pivot point to the current node
  13995. * @param point defines the new pivot point to use
  13996. * @param space defines if the point is in world or local space (local by default)
  13997. * @returns the current TransformNode
  13998. */
  13999. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14000. /**
  14001. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14002. * @returns the pivot point
  14003. */
  14004. getPivotPoint(): Vector3;
  14005. /**
  14006. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14007. * @param result the vector3 to store the result
  14008. * @returns this TransformNode.
  14009. */
  14010. getPivotPointToRef(result: Vector3): TransformNode;
  14011. /**
  14012. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14013. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14014. */
  14015. getAbsolutePivotPoint(): Vector3;
  14016. /**
  14017. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14018. * @param result vector3 to store the result
  14019. * @returns this TransformNode.
  14020. */
  14021. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14022. /**
  14023. * Defines the passed node as the parent of the current node.
  14024. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14025. * @see https://doc.babylonjs.com/how_to/parenting
  14026. * @param node the node ot set as the parent
  14027. * @returns this TransformNode.
  14028. */
  14029. setParent(node: Nullable<Node>): TransformNode;
  14030. private _nonUniformScaling;
  14031. /**
  14032. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14033. */
  14034. readonly nonUniformScaling: boolean;
  14035. /** @hidden */
  14036. _updateNonUniformScalingState(value: boolean): boolean;
  14037. /**
  14038. * Attach the current TransformNode to another TransformNode associated with a bone
  14039. * @param bone Bone affecting the TransformNode
  14040. * @param affectedTransformNode TransformNode associated with the bone
  14041. * @returns this object
  14042. */
  14043. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14044. /**
  14045. * Detach the transform node if its associated with a bone
  14046. * @returns this object
  14047. */
  14048. detachFromBone(): TransformNode;
  14049. private static _rotationAxisCache;
  14050. /**
  14051. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14052. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14053. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14054. * The passed axis is also normalized.
  14055. * @param axis the axis to rotate around
  14056. * @param amount the amount to rotate in radians
  14057. * @param space Space to rotate in (Default: local)
  14058. * @returns the TransformNode.
  14059. */
  14060. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14061. /**
  14062. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14063. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14064. * The passed axis is also normalized. .
  14065. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14066. * @param point the point to rotate around
  14067. * @param axis the axis to rotate around
  14068. * @param amount the amount to rotate in radians
  14069. * @returns the TransformNode
  14070. */
  14071. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14072. /**
  14073. * Translates the mesh along the axis vector for the passed distance in the given space.
  14074. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14075. * @param axis the axis to translate in
  14076. * @param distance the distance to translate
  14077. * @param space Space to rotate in (Default: local)
  14078. * @returns the TransformNode.
  14079. */
  14080. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14081. /**
  14082. * Adds a rotation step to the mesh current rotation.
  14083. * x, y, z are Euler angles expressed in radians.
  14084. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14085. * This means this rotation is made in the mesh local space only.
  14086. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14087. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14088. * ```javascript
  14089. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14090. * ```
  14091. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14092. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14093. * @param x Rotation to add
  14094. * @param y Rotation to add
  14095. * @param z Rotation to add
  14096. * @returns the TransformNode.
  14097. */
  14098. addRotation(x: number, y: number, z: number): TransformNode;
  14099. /**
  14100. * @hidden
  14101. */
  14102. protected _getEffectiveParent(): Nullable<Node>;
  14103. /**
  14104. * Computes the world matrix of the node
  14105. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14106. * @returns the world matrix
  14107. */
  14108. computeWorldMatrix(force?: boolean): Matrix;
  14109. protected _afterComputeWorldMatrix(): void;
  14110. /**
  14111. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14112. * @param func callback function to add
  14113. *
  14114. * @returns the TransformNode.
  14115. */
  14116. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14117. /**
  14118. * Removes a registered callback function.
  14119. * @param func callback function to remove
  14120. * @returns the TransformNode.
  14121. */
  14122. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14123. /**
  14124. * Gets the position of the current mesh in camera space
  14125. * @param camera defines the camera to use
  14126. * @returns a position
  14127. */
  14128. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14129. /**
  14130. * Returns the distance from the mesh to the active camera
  14131. * @param camera defines the camera to use
  14132. * @returns the distance
  14133. */
  14134. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14135. /**
  14136. * Clone the current transform node
  14137. * @param name Name of the new clone
  14138. * @param newParent New parent for the clone
  14139. * @param doNotCloneChildren Do not clone children hierarchy
  14140. * @returns the new transform node
  14141. */
  14142. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14143. /**
  14144. * Serializes the objects information.
  14145. * @param currentSerializationObject defines the object to serialize in
  14146. * @returns the serialized object
  14147. */
  14148. serialize(currentSerializationObject?: any): any;
  14149. /**
  14150. * Returns a new TransformNode object parsed from the source provided.
  14151. * @param parsedTransformNode is the source.
  14152. * @param scene the scne the object belongs to
  14153. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14154. * @returns a new TransformNode object parsed from the source provided.
  14155. */
  14156. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14157. /**
  14158. * Get all child-transformNodes of this node
  14159. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14160. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14161. * @returns an array of TransformNode
  14162. */
  14163. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14164. /**
  14165. * Releases resources associated with this transform node.
  14166. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14167. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14168. */
  14169. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14170. /**
  14171. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14172. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14173. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14174. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14175. * @returns the current mesh
  14176. */
  14177. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14178. private _syncAbsoluteScalingAndRotation;
  14179. }
  14180. }
  14181. declare module BABYLON {
  14182. /**
  14183. * Defines the types of pose enabled controllers that are supported
  14184. */
  14185. export enum PoseEnabledControllerType {
  14186. /**
  14187. * HTC Vive
  14188. */
  14189. VIVE = 0,
  14190. /**
  14191. * Oculus Rift
  14192. */
  14193. OCULUS = 1,
  14194. /**
  14195. * Windows mixed reality
  14196. */
  14197. WINDOWS = 2,
  14198. /**
  14199. * Samsung gear VR
  14200. */
  14201. GEAR_VR = 3,
  14202. /**
  14203. * Google Daydream
  14204. */
  14205. DAYDREAM = 4,
  14206. /**
  14207. * Generic
  14208. */
  14209. GENERIC = 5
  14210. }
  14211. /**
  14212. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14213. */
  14214. export interface MutableGamepadButton {
  14215. /**
  14216. * Value of the button/trigger
  14217. */
  14218. value: number;
  14219. /**
  14220. * If the button/trigger is currently touched
  14221. */
  14222. touched: boolean;
  14223. /**
  14224. * If the button/trigger is currently pressed
  14225. */
  14226. pressed: boolean;
  14227. }
  14228. /**
  14229. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14230. * @hidden
  14231. */
  14232. export interface ExtendedGamepadButton extends GamepadButton {
  14233. /**
  14234. * If the button/trigger is currently pressed
  14235. */
  14236. readonly pressed: boolean;
  14237. /**
  14238. * If the button/trigger is currently touched
  14239. */
  14240. readonly touched: boolean;
  14241. /**
  14242. * Value of the button/trigger
  14243. */
  14244. readonly value: number;
  14245. }
  14246. /** @hidden */
  14247. export interface _GamePadFactory {
  14248. /**
  14249. * Returns wether or not the current gamepad can be created for this type of controller.
  14250. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14251. * @returns true if it can be created, otherwise false
  14252. */
  14253. canCreate(gamepadInfo: any): boolean;
  14254. /**
  14255. * Creates a new instance of the Gamepad.
  14256. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14257. * @returns the new gamepad instance
  14258. */
  14259. create(gamepadInfo: any): Gamepad;
  14260. }
  14261. /**
  14262. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14263. */
  14264. export class PoseEnabledControllerHelper {
  14265. /** @hidden */
  14266. static _ControllerFactories: _GamePadFactory[];
  14267. /** @hidden */
  14268. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14269. /**
  14270. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14271. * @param vrGamepad the gamepad to initialized
  14272. * @returns a vr controller of the type the gamepad identified as
  14273. */
  14274. static InitiateController(vrGamepad: any): Gamepad;
  14275. }
  14276. /**
  14277. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14278. */
  14279. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14280. /**
  14281. * If the controller is used in a webXR session
  14282. */
  14283. isXR: boolean;
  14284. private _deviceRoomPosition;
  14285. private _deviceRoomRotationQuaternion;
  14286. /**
  14287. * The device position in babylon space
  14288. */
  14289. devicePosition: Vector3;
  14290. /**
  14291. * The device rotation in babylon space
  14292. */
  14293. deviceRotationQuaternion: Quaternion;
  14294. /**
  14295. * The scale factor of the device in babylon space
  14296. */
  14297. deviceScaleFactor: number;
  14298. /**
  14299. * (Likely devicePosition should be used instead) The device position in its room space
  14300. */
  14301. position: Vector3;
  14302. /**
  14303. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14304. */
  14305. rotationQuaternion: Quaternion;
  14306. /**
  14307. * The type of controller (Eg. Windows mixed reality)
  14308. */
  14309. controllerType: PoseEnabledControllerType;
  14310. protected _calculatedPosition: Vector3;
  14311. private _calculatedRotation;
  14312. /**
  14313. * The raw pose from the device
  14314. */
  14315. rawPose: DevicePose;
  14316. private _trackPosition;
  14317. private _maxRotationDistFromHeadset;
  14318. private _draggedRoomRotation;
  14319. /**
  14320. * @hidden
  14321. */
  14322. _disableTrackPosition(fixedPosition: Vector3): void;
  14323. /**
  14324. * Internal, the mesh attached to the controller
  14325. * @hidden
  14326. */
  14327. _mesh: Nullable<AbstractMesh>;
  14328. private _poseControlledCamera;
  14329. private _leftHandSystemQuaternion;
  14330. /**
  14331. * Internal, matrix used to convert room space to babylon space
  14332. * @hidden
  14333. */
  14334. _deviceToWorld: Matrix;
  14335. /**
  14336. * Node to be used when casting a ray from the controller
  14337. * @hidden
  14338. */
  14339. _pointingPoseNode: Nullable<TransformNode>;
  14340. /**
  14341. * Name of the child mesh that can be used to cast a ray from the controller
  14342. */
  14343. static readonly POINTING_POSE: string;
  14344. /**
  14345. * Creates a new PoseEnabledController from a gamepad
  14346. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14347. */
  14348. constructor(browserGamepad: any);
  14349. private _workingMatrix;
  14350. /**
  14351. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14352. */
  14353. update(): void;
  14354. /**
  14355. * Updates only the pose device and mesh without doing any button event checking
  14356. */
  14357. protected _updatePoseAndMesh(): void;
  14358. /**
  14359. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14360. * @param poseData raw pose fromthe device
  14361. */
  14362. updateFromDevice(poseData: DevicePose): void;
  14363. /**
  14364. * @hidden
  14365. */
  14366. _meshAttachedObservable: Observable<AbstractMesh>;
  14367. /**
  14368. * Attaches a mesh to the controller
  14369. * @param mesh the mesh to be attached
  14370. */
  14371. attachToMesh(mesh: AbstractMesh): void;
  14372. /**
  14373. * Attaches the controllers mesh to a camera
  14374. * @param camera the camera the mesh should be attached to
  14375. */
  14376. attachToPoseControlledCamera(camera: TargetCamera): void;
  14377. /**
  14378. * Disposes of the controller
  14379. */
  14380. dispose(): void;
  14381. /**
  14382. * The mesh that is attached to the controller
  14383. */
  14384. readonly mesh: Nullable<AbstractMesh>;
  14385. /**
  14386. * Gets the ray of the controller in the direction the controller is pointing
  14387. * @param length the length the resulting ray should be
  14388. * @returns a ray in the direction the controller is pointing
  14389. */
  14390. getForwardRay(length?: number): Ray;
  14391. }
  14392. }
  14393. declare module BABYLON {
  14394. /**
  14395. * Defines the WebVRController object that represents controllers tracked in 3D space
  14396. */
  14397. export abstract class WebVRController extends PoseEnabledController {
  14398. /**
  14399. * Internal, the default controller model for the controller
  14400. */
  14401. protected _defaultModel: Nullable<AbstractMesh>;
  14402. /**
  14403. * Fired when the trigger state has changed
  14404. */
  14405. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14406. /**
  14407. * Fired when the main button state has changed
  14408. */
  14409. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14410. /**
  14411. * Fired when the secondary button state has changed
  14412. */
  14413. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14414. /**
  14415. * Fired when the pad state has changed
  14416. */
  14417. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14418. /**
  14419. * Fired when controllers stick values have changed
  14420. */
  14421. onPadValuesChangedObservable: Observable<StickValues>;
  14422. /**
  14423. * Array of button availible on the controller
  14424. */
  14425. protected _buttons: Array<MutableGamepadButton>;
  14426. private _onButtonStateChange;
  14427. /**
  14428. * Fired when a controller button's state has changed
  14429. * @param callback the callback containing the button that was modified
  14430. */
  14431. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14432. /**
  14433. * X and Y axis corresponding to the controllers joystick
  14434. */
  14435. pad: StickValues;
  14436. /**
  14437. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14438. */
  14439. hand: string;
  14440. /**
  14441. * The default controller model for the controller
  14442. */
  14443. readonly defaultModel: Nullable<AbstractMesh>;
  14444. /**
  14445. * Creates a new WebVRController from a gamepad
  14446. * @param vrGamepad the gamepad that the WebVRController should be created from
  14447. */
  14448. constructor(vrGamepad: any);
  14449. /**
  14450. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14451. */
  14452. update(): void;
  14453. /**
  14454. * Function to be called when a button is modified
  14455. */
  14456. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14457. /**
  14458. * Loads a mesh and attaches it to the controller
  14459. * @param scene the scene the mesh should be added to
  14460. * @param meshLoaded callback for when the mesh has been loaded
  14461. */
  14462. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14463. private _setButtonValue;
  14464. private _changes;
  14465. private _checkChanges;
  14466. /**
  14467. * Disposes of th webVRCOntroller
  14468. */
  14469. dispose(): void;
  14470. }
  14471. }
  14472. declare module BABYLON {
  14473. /**
  14474. * The HemisphericLight simulates the ambient environment light,
  14475. * so the passed direction is the light reflection direction, not the incoming direction.
  14476. */
  14477. export class HemisphericLight extends Light {
  14478. /**
  14479. * The groundColor is the light in the opposite direction to the one specified during creation.
  14480. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14481. */
  14482. groundColor: Color3;
  14483. /**
  14484. * The light reflection direction, not the incoming direction.
  14485. */
  14486. direction: Vector3;
  14487. /**
  14488. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14489. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14490. * The HemisphericLight can't cast shadows.
  14491. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14492. * @param name The friendly name of the light
  14493. * @param direction The direction of the light reflection
  14494. * @param scene The scene the light belongs to
  14495. */
  14496. constructor(name: string, direction: Vector3, scene: Scene);
  14497. protected _buildUniformLayout(): void;
  14498. /**
  14499. * Returns the string "HemisphericLight".
  14500. * @return The class name
  14501. */
  14502. getClassName(): string;
  14503. /**
  14504. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14505. * Returns the updated direction.
  14506. * @param target The target the direction should point to
  14507. * @return The computed direction
  14508. */
  14509. setDirectionToTarget(target: Vector3): Vector3;
  14510. /**
  14511. * Returns the shadow generator associated to the light.
  14512. * @returns Always null for hemispheric lights because it does not support shadows.
  14513. */
  14514. getShadowGenerator(): Nullable<IShadowGenerator>;
  14515. /**
  14516. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14517. * @param effect The effect to update
  14518. * @param lightIndex The index of the light in the effect to update
  14519. * @returns The hemispheric light
  14520. */
  14521. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14522. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14523. /**
  14524. * Computes the world matrix of the node
  14525. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14526. * @param useWasUpdatedFlag defines a reserved property
  14527. * @returns the world matrix
  14528. */
  14529. computeWorldMatrix(): Matrix;
  14530. /**
  14531. * Returns the integer 3.
  14532. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14533. */
  14534. getTypeID(): number;
  14535. /**
  14536. * Prepares the list of defines specific to the light type.
  14537. * @param defines the list of defines
  14538. * @param lightIndex defines the index of the light for the effect
  14539. */
  14540. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14541. }
  14542. }
  14543. declare module BABYLON {
  14544. /** @hidden */
  14545. export var vrMultiviewToSingleviewPixelShader: {
  14546. name: string;
  14547. shader: string;
  14548. };
  14549. }
  14550. declare module BABYLON {
  14551. /**
  14552. * Renders to multiple views with a single draw call
  14553. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14554. */
  14555. export class MultiviewRenderTarget extends RenderTargetTexture {
  14556. /**
  14557. * Creates a multiview render target
  14558. * @param scene scene used with the render target
  14559. * @param size the size of the render target (used for each view)
  14560. */
  14561. constructor(scene: Scene, size?: number | {
  14562. width: number;
  14563. height: number;
  14564. } | {
  14565. ratio: number;
  14566. });
  14567. /**
  14568. * @hidden
  14569. * @param faceIndex the face index, if its a cube texture
  14570. */
  14571. _bindFrameBuffer(faceIndex?: number): void;
  14572. /**
  14573. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14574. * @returns the view count
  14575. */
  14576. getViewCount(): number;
  14577. }
  14578. }
  14579. declare module BABYLON {
  14580. /**
  14581. * Represents a camera frustum
  14582. */
  14583. export class Frustum {
  14584. /**
  14585. * Gets the planes representing the frustum
  14586. * @param transform matrix to be applied to the returned planes
  14587. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14588. */
  14589. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14590. /**
  14591. * Gets the near frustum plane transformed by the transform matrix
  14592. * @param transform transformation matrix to be applied to the resulting frustum plane
  14593. * @param frustumPlane the resuling frustum plane
  14594. */
  14595. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14596. /**
  14597. * Gets the far frustum plane transformed by the transform matrix
  14598. * @param transform transformation matrix to be applied to the resulting frustum plane
  14599. * @param frustumPlane the resuling frustum plane
  14600. */
  14601. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14602. /**
  14603. * Gets the left frustum plane transformed by the transform matrix
  14604. * @param transform transformation matrix to be applied to the resulting frustum plane
  14605. * @param frustumPlane the resuling frustum plane
  14606. */
  14607. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14608. /**
  14609. * Gets the right frustum plane transformed by the transform matrix
  14610. * @param transform transformation matrix to be applied to the resulting frustum plane
  14611. * @param frustumPlane the resuling frustum plane
  14612. */
  14613. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14614. /**
  14615. * Gets the top frustum plane transformed by the transform matrix
  14616. * @param transform transformation matrix to be applied to the resulting frustum plane
  14617. * @param frustumPlane the resuling frustum plane
  14618. */
  14619. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14620. /**
  14621. * Gets the bottom frustum plane transformed by the transform matrix
  14622. * @param transform transformation matrix to be applied to the resulting frustum plane
  14623. * @param frustumPlane the resuling frustum plane
  14624. */
  14625. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14626. /**
  14627. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14628. * @param transform transformation matrix to be applied to the resulting frustum planes
  14629. * @param frustumPlanes the resuling frustum planes
  14630. */
  14631. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14632. }
  14633. }
  14634. declare module BABYLON {
  14635. interface Engine {
  14636. /**
  14637. * Creates a new multiview render target
  14638. * @param width defines the width of the texture
  14639. * @param height defines the height of the texture
  14640. * @returns the created multiview texture
  14641. */
  14642. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14643. /**
  14644. * Binds a multiview framebuffer to be drawn to
  14645. * @param multiviewTexture texture to bind
  14646. */
  14647. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14648. }
  14649. interface Camera {
  14650. /**
  14651. * @hidden
  14652. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14653. */
  14654. _useMultiviewToSingleView: boolean;
  14655. /**
  14656. * @hidden
  14657. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14658. */
  14659. _multiviewTexture: Nullable<RenderTargetTexture>;
  14660. /**
  14661. * @hidden
  14662. * ensures the multiview texture of the camera exists and has the specified width/height
  14663. * @param width height to set on the multiview texture
  14664. * @param height width to set on the multiview texture
  14665. */
  14666. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14667. }
  14668. interface Scene {
  14669. /** @hidden */
  14670. _transformMatrixR: Matrix;
  14671. /** @hidden */
  14672. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14673. /** @hidden */
  14674. _createMultiviewUbo(): void;
  14675. /** @hidden */
  14676. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14677. /** @hidden */
  14678. _renderMultiviewToSingleView(camera: Camera): void;
  14679. }
  14680. }
  14681. declare module BABYLON {
  14682. /**
  14683. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14684. * This will not be used for webXR as it supports displaying texture arrays directly
  14685. */
  14686. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14687. /**
  14688. * Initializes a VRMultiviewToSingleview
  14689. * @param name name of the post process
  14690. * @param camera camera to be applied to
  14691. * @param scaleFactor scaling factor to the size of the output texture
  14692. */
  14693. constructor(name: string, camera: Camera, scaleFactor: number);
  14694. }
  14695. }
  14696. declare module BABYLON {
  14697. interface Engine {
  14698. /** @hidden */
  14699. _vrDisplay: any;
  14700. /** @hidden */
  14701. _vrSupported: boolean;
  14702. /** @hidden */
  14703. _oldSize: Size;
  14704. /** @hidden */
  14705. _oldHardwareScaleFactor: number;
  14706. /** @hidden */
  14707. _vrExclusivePointerMode: boolean;
  14708. /** @hidden */
  14709. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14710. /** @hidden */
  14711. _onVRDisplayPointerRestricted: () => void;
  14712. /** @hidden */
  14713. _onVRDisplayPointerUnrestricted: () => void;
  14714. /** @hidden */
  14715. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14716. /** @hidden */
  14717. _onVrDisplayDisconnect: Nullable<() => void>;
  14718. /** @hidden */
  14719. _onVrDisplayPresentChange: Nullable<() => void>;
  14720. /**
  14721. * Observable signaled when VR display mode changes
  14722. */
  14723. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14724. /**
  14725. * Observable signaled when VR request present is complete
  14726. */
  14727. onVRRequestPresentComplete: Observable<boolean>;
  14728. /**
  14729. * Observable signaled when VR request present starts
  14730. */
  14731. onVRRequestPresentStart: Observable<Engine>;
  14732. /**
  14733. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14734. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14735. */
  14736. isInVRExclusivePointerMode: boolean;
  14737. /**
  14738. * Gets a boolean indicating if a webVR device was detected
  14739. * @returns true if a webVR device was detected
  14740. */
  14741. isVRDevicePresent(): boolean;
  14742. /**
  14743. * Gets the current webVR device
  14744. * @returns the current webVR device (or null)
  14745. */
  14746. getVRDevice(): any;
  14747. /**
  14748. * Initializes a webVR display and starts listening to display change events
  14749. * The onVRDisplayChangedObservable will be notified upon these changes
  14750. * @returns A promise containing a VRDisplay and if vr is supported
  14751. */
  14752. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14753. /** @hidden */
  14754. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14755. /**
  14756. * Call this function to switch to webVR mode
  14757. * Will do nothing if webVR is not supported or if there is no webVR device
  14758. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14759. */
  14760. enableVR(): void;
  14761. /** @hidden */
  14762. _onVRFullScreenTriggered(): void;
  14763. }
  14764. }
  14765. declare module BABYLON {
  14766. /**
  14767. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  14768. * IMPORTANT!! The data is right-hand data.
  14769. * @export
  14770. * @interface DevicePose
  14771. */
  14772. export interface DevicePose {
  14773. /**
  14774. * The position of the device, values in array are [x,y,z].
  14775. */
  14776. readonly position: Nullable<Float32Array>;
  14777. /**
  14778. * The linearVelocity of the device, values in array are [x,y,z].
  14779. */
  14780. readonly linearVelocity: Nullable<Float32Array>;
  14781. /**
  14782. * The linearAcceleration of the device, values in array are [x,y,z].
  14783. */
  14784. readonly linearAcceleration: Nullable<Float32Array>;
  14785. /**
  14786. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  14787. */
  14788. readonly orientation: Nullable<Float32Array>;
  14789. /**
  14790. * The angularVelocity of the device, values in array are [x,y,z].
  14791. */
  14792. readonly angularVelocity: Nullable<Float32Array>;
  14793. /**
  14794. * The angularAcceleration of the device, values in array are [x,y,z].
  14795. */
  14796. readonly angularAcceleration: Nullable<Float32Array>;
  14797. }
  14798. /**
  14799. * Interface representing a pose controlled object in Babylon.
  14800. * A pose controlled object has both regular pose values as well as pose values
  14801. * from an external device such as a VR head mounted display
  14802. */
  14803. export interface PoseControlled {
  14804. /**
  14805. * The position of the object in babylon space.
  14806. */
  14807. position: Vector3;
  14808. /**
  14809. * The rotation quaternion of the object in babylon space.
  14810. */
  14811. rotationQuaternion: Quaternion;
  14812. /**
  14813. * The position of the device in babylon space.
  14814. */
  14815. devicePosition?: Vector3;
  14816. /**
  14817. * The rotation quaternion of the device in babylon space.
  14818. */
  14819. deviceRotationQuaternion: Quaternion;
  14820. /**
  14821. * The raw pose coming from the device.
  14822. */
  14823. rawPose: Nullable<DevicePose>;
  14824. /**
  14825. * The scale of the device to be used when translating from device space to babylon space.
  14826. */
  14827. deviceScaleFactor: number;
  14828. /**
  14829. * Updates the poseControlled values based on the input device pose.
  14830. * @param poseData the pose data to update the object with
  14831. */
  14832. updateFromDevice(poseData: DevicePose): void;
  14833. }
  14834. /**
  14835. * Set of options to customize the webVRCamera
  14836. */
  14837. export interface WebVROptions {
  14838. /**
  14839. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  14840. */
  14841. trackPosition?: boolean;
  14842. /**
  14843. * Sets the scale of the vrDevice in babylon space. (default: 1)
  14844. */
  14845. positionScale?: number;
  14846. /**
  14847. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  14848. */
  14849. displayName?: string;
  14850. /**
  14851. * Should the native controller meshes be initialized. (default: true)
  14852. */
  14853. controllerMeshes?: boolean;
  14854. /**
  14855. * Creating a default HemiLight only on controllers. (default: true)
  14856. */
  14857. defaultLightingOnControllers?: boolean;
  14858. /**
  14859. * If you don't want to use the default VR button of the helper. (default: false)
  14860. */
  14861. useCustomVRButton?: boolean;
  14862. /**
  14863. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  14864. */
  14865. customVRButton?: HTMLButtonElement;
  14866. /**
  14867. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  14868. */
  14869. rayLength?: number;
  14870. /**
  14871. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  14872. */
  14873. defaultHeight?: number;
  14874. /**
  14875. * If multiview should be used if availible (default: false)
  14876. */
  14877. useMultiview?: boolean;
  14878. }
  14879. /**
  14880. * This represents a WebVR camera.
  14881. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  14882. * @example http://doc.babylonjs.com/how_to/webvr_camera
  14883. */
  14884. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  14885. private webVROptions;
  14886. /**
  14887. * @hidden
  14888. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  14889. */
  14890. _vrDevice: any;
  14891. /**
  14892. * The rawPose of the vrDevice.
  14893. */
  14894. rawPose: Nullable<DevicePose>;
  14895. private _onVREnabled;
  14896. private _specsVersion;
  14897. private _attached;
  14898. private _frameData;
  14899. protected _descendants: Array<Node>;
  14900. private _deviceRoomPosition;
  14901. /** @hidden */
  14902. _deviceRoomRotationQuaternion: Quaternion;
  14903. private _standingMatrix;
  14904. /**
  14905. * Represents device position in babylon space.
  14906. */
  14907. devicePosition: Vector3;
  14908. /**
  14909. * Represents device rotation in babylon space.
  14910. */
  14911. deviceRotationQuaternion: Quaternion;
  14912. /**
  14913. * The scale of the device to be used when translating from device space to babylon space.
  14914. */
  14915. deviceScaleFactor: number;
  14916. private _deviceToWorld;
  14917. private _worldToDevice;
  14918. /**
  14919. * References to the webVR controllers for the vrDevice.
  14920. */
  14921. controllers: Array<WebVRController>;
  14922. /**
  14923. * Emits an event when a controller is attached.
  14924. */
  14925. onControllersAttachedObservable: Observable<WebVRController[]>;
  14926. /**
  14927. * Emits an event when a controller's mesh has been loaded;
  14928. */
  14929. onControllerMeshLoadedObservable: Observable<WebVRController>;
  14930. /**
  14931. * Emits an event when the HMD's pose has been updated.
  14932. */
  14933. onPoseUpdatedFromDeviceObservable: Observable<any>;
  14934. private _poseSet;
  14935. /**
  14936. * If the rig cameras be used as parent instead of this camera.
  14937. */
  14938. rigParenting: boolean;
  14939. private _lightOnControllers;
  14940. private _defaultHeight?;
  14941. /**
  14942. * Instantiates a WebVRFreeCamera.
  14943. * @param name The name of the WebVRFreeCamera
  14944. * @param position The starting anchor position for the camera
  14945. * @param scene The scene the camera belongs to
  14946. * @param webVROptions a set of customizable options for the webVRCamera
  14947. */
  14948. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  14949. /**
  14950. * Gets the device distance from the ground in meters.
  14951. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  14952. */
  14953. deviceDistanceToRoomGround(): number;
  14954. /**
  14955. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  14956. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  14957. */
  14958. useStandingMatrix(callback?: (bool: boolean) => void): void;
  14959. /**
  14960. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  14961. * @returns A promise with a boolean set to if the standing matrix is supported.
  14962. */
  14963. useStandingMatrixAsync(): Promise<boolean>;
  14964. /**
  14965. * Disposes the camera
  14966. */
  14967. dispose(): void;
  14968. /**
  14969. * Gets a vrController by name.
  14970. * @param name The name of the controller to retreive
  14971. * @returns the controller matching the name specified or null if not found
  14972. */
  14973. getControllerByName(name: string): Nullable<WebVRController>;
  14974. private _leftController;
  14975. /**
  14976. * The controller corresponding to the users left hand.
  14977. */
  14978. readonly leftController: Nullable<WebVRController>;
  14979. private _rightController;
  14980. /**
  14981. * The controller corresponding to the users right hand.
  14982. */
  14983. readonly rightController: Nullable<WebVRController>;
  14984. /**
  14985. * Casts a ray forward from the vrCamera's gaze.
  14986. * @param length Length of the ray (default: 100)
  14987. * @returns the ray corresponding to the gaze
  14988. */
  14989. getForwardRay(length?: number): Ray;
  14990. /**
  14991. * @hidden
  14992. * Updates the camera based on device's frame data
  14993. */
  14994. _checkInputs(): void;
  14995. /**
  14996. * Updates the poseControlled values based on the input device pose.
  14997. * @param poseData Pose coming from the device
  14998. */
  14999. updateFromDevice(poseData: DevicePose): void;
  15000. private _htmlElementAttached;
  15001. private _detachIfAttached;
  15002. /**
  15003. * WebVR's attach control will start broadcasting frames to the device.
  15004. * Note that in certain browsers (chrome for example) this function must be called
  15005. * within a user-interaction callback. Example:
  15006. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15007. *
  15008. * @param element html element to attach the vrDevice to
  15009. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15010. */
  15011. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15012. /**
  15013. * Detaches the camera from the html element and disables VR
  15014. *
  15015. * @param element html element to detach from
  15016. */
  15017. detachControl(element: HTMLElement): void;
  15018. /**
  15019. * @returns the name of this class
  15020. */
  15021. getClassName(): string;
  15022. /**
  15023. * Calls resetPose on the vrDisplay
  15024. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15025. */
  15026. resetToCurrentRotation(): void;
  15027. /**
  15028. * @hidden
  15029. * Updates the rig cameras (left and right eye)
  15030. */
  15031. _updateRigCameras(): void;
  15032. private _workingVector;
  15033. private _oneVector;
  15034. private _workingMatrix;
  15035. private updateCacheCalled;
  15036. private _correctPositionIfNotTrackPosition;
  15037. /**
  15038. * @hidden
  15039. * Updates the cached values of the camera
  15040. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15041. */
  15042. _updateCache(ignoreParentClass?: boolean): void;
  15043. /**
  15044. * @hidden
  15045. * Get current device position in babylon world
  15046. */
  15047. _computeDevicePosition(): void;
  15048. /**
  15049. * Updates the current device position and rotation in the babylon world
  15050. */
  15051. update(): void;
  15052. /**
  15053. * @hidden
  15054. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15055. * @returns an identity matrix
  15056. */
  15057. _getViewMatrix(): Matrix;
  15058. private _tmpMatrix;
  15059. /**
  15060. * This function is called by the two RIG cameras.
  15061. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15062. * @hidden
  15063. */
  15064. _getWebVRViewMatrix(): Matrix;
  15065. /** @hidden */
  15066. _getWebVRProjectionMatrix(): Matrix;
  15067. private _onGamepadConnectedObserver;
  15068. private _onGamepadDisconnectedObserver;
  15069. private _updateCacheWhenTrackingDisabledObserver;
  15070. /**
  15071. * Initializes the controllers and their meshes
  15072. */
  15073. initControllers(): void;
  15074. }
  15075. }
  15076. declare module BABYLON {
  15077. /**
  15078. * Size options for a post process
  15079. */
  15080. export type PostProcessOptions = {
  15081. width: number;
  15082. height: number;
  15083. };
  15084. /**
  15085. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15086. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15087. */
  15088. export class PostProcess {
  15089. /** Name of the PostProcess. */
  15090. name: string;
  15091. /**
  15092. * Gets or sets the unique id of the post process
  15093. */
  15094. uniqueId: number;
  15095. /**
  15096. * Width of the texture to apply the post process on
  15097. */
  15098. width: number;
  15099. /**
  15100. * Height of the texture to apply the post process on
  15101. */
  15102. height: number;
  15103. /**
  15104. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15105. * @hidden
  15106. */
  15107. _outputTexture: Nullable<InternalTexture>;
  15108. /**
  15109. * Sampling mode used by the shader
  15110. * See https://doc.babylonjs.com/classes/3.1/texture
  15111. */
  15112. renderTargetSamplingMode: number;
  15113. /**
  15114. * Clear color to use when screen clearing
  15115. */
  15116. clearColor: Color4;
  15117. /**
  15118. * If the buffer needs to be cleared before applying the post process. (default: true)
  15119. * Should be set to false if shader will overwrite all previous pixels.
  15120. */
  15121. autoClear: boolean;
  15122. /**
  15123. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15124. */
  15125. alphaMode: number;
  15126. /**
  15127. * Sets the setAlphaBlendConstants of the babylon engine
  15128. */
  15129. alphaConstants: Color4;
  15130. /**
  15131. * Animations to be used for the post processing
  15132. */
  15133. animations: Animation[];
  15134. /**
  15135. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15136. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15137. */
  15138. enablePixelPerfectMode: boolean;
  15139. /**
  15140. * Force the postprocess to be applied without taking in account viewport
  15141. */
  15142. forceFullscreenViewport: boolean;
  15143. /**
  15144. * List of inspectable custom properties (used by the Inspector)
  15145. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15146. */
  15147. inspectableCustomProperties: IInspectable[];
  15148. /**
  15149. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15150. *
  15151. * | Value | Type | Description |
  15152. * | ----- | ----------------------------------- | ----------- |
  15153. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15154. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15155. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15156. *
  15157. */
  15158. scaleMode: number;
  15159. /**
  15160. * Force textures to be a power of two (default: false)
  15161. */
  15162. alwaysForcePOT: boolean;
  15163. private _samples;
  15164. /**
  15165. * Number of sample textures (default: 1)
  15166. */
  15167. samples: number;
  15168. /**
  15169. * Modify the scale of the post process to be the same as the viewport (default: false)
  15170. */
  15171. adaptScaleToCurrentViewport: boolean;
  15172. private _camera;
  15173. private _scene;
  15174. private _engine;
  15175. private _options;
  15176. private _reusable;
  15177. private _textureType;
  15178. /**
  15179. * Smart array of input and output textures for the post process.
  15180. * @hidden
  15181. */
  15182. _textures: SmartArray<InternalTexture>;
  15183. /**
  15184. * The index in _textures that corresponds to the output texture.
  15185. * @hidden
  15186. */
  15187. _currentRenderTextureInd: number;
  15188. private _effect;
  15189. private _samplers;
  15190. private _fragmentUrl;
  15191. private _vertexUrl;
  15192. private _parameters;
  15193. private _scaleRatio;
  15194. protected _indexParameters: any;
  15195. private _shareOutputWithPostProcess;
  15196. private _texelSize;
  15197. private _forcedOutputTexture;
  15198. /**
  15199. * Returns the fragment url or shader name used in the post process.
  15200. * @returns the fragment url or name in the shader store.
  15201. */
  15202. getEffectName(): string;
  15203. /**
  15204. * An event triggered when the postprocess is activated.
  15205. */
  15206. onActivateObservable: Observable<Camera>;
  15207. private _onActivateObserver;
  15208. /**
  15209. * A function that is added to the onActivateObservable
  15210. */
  15211. onActivate: Nullable<(camera: Camera) => void>;
  15212. /**
  15213. * An event triggered when the postprocess changes its size.
  15214. */
  15215. onSizeChangedObservable: Observable<PostProcess>;
  15216. private _onSizeChangedObserver;
  15217. /**
  15218. * A function that is added to the onSizeChangedObservable
  15219. */
  15220. onSizeChanged: (postProcess: PostProcess) => void;
  15221. /**
  15222. * An event triggered when the postprocess applies its effect.
  15223. */
  15224. onApplyObservable: Observable<Effect>;
  15225. private _onApplyObserver;
  15226. /**
  15227. * A function that is added to the onApplyObservable
  15228. */
  15229. onApply: (effect: Effect) => void;
  15230. /**
  15231. * An event triggered before rendering the postprocess
  15232. */
  15233. onBeforeRenderObservable: Observable<Effect>;
  15234. private _onBeforeRenderObserver;
  15235. /**
  15236. * A function that is added to the onBeforeRenderObservable
  15237. */
  15238. onBeforeRender: (effect: Effect) => void;
  15239. /**
  15240. * An event triggered after rendering the postprocess
  15241. */
  15242. onAfterRenderObservable: Observable<Effect>;
  15243. private _onAfterRenderObserver;
  15244. /**
  15245. * A function that is added to the onAfterRenderObservable
  15246. */
  15247. onAfterRender: (efect: Effect) => void;
  15248. /**
  15249. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15250. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15251. */
  15252. inputTexture: InternalTexture;
  15253. /**
  15254. * Gets the camera which post process is applied to.
  15255. * @returns The camera the post process is applied to.
  15256. */
  15257. getCamera(): Camera;
  15258. /**
  15259. * Gets the texel size of the postprocess.
  15260. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15261. */
  15262. readonly texelSize: Vector2;
  15263. /**
  15264. * Creates a new instance PostProcess
  15265. * @param name The name of the PostProcess.
  15266. * @param fragmentUrl The url of the fragment shader to be used.
  15267. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15268. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15269. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15270. * @param camera The camera to apply the render pass to.
  15271. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15272. * @param engine The engine which the post process will be applied. (default: current engine)
  15273. * @param reusable If the post process can be reused on the same frame. (default: false)
  15274. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15275. * @param textureType Type of textures used when performing the post process. (default: 0)
  15276. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15277. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15278. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15279. */
  15280. constructor(
  15281. /** Name of the PostProcess. */
  15282. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15283. /**
  15284. * Gets a string idenfifying the name of the class
  15285. * @returns "PostProcess" string
  15286. */
  15287. getClassName(): string;
  15288. /**
  15289. * Gets the engine which this post process belongs to.
  15290. * @returns The engine the post process was enabled with.
  15291. */
  15292. getEngine(): Engine;
  15293. /**
  15294. * The effect that is created when initializing the post process.
  15295. * @returns The created effect corresponding the the postprocess.
  15296. */
  15297. getEffect(): Effect;
  15298. /**
  15299. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15300. * @param postProcess The post process to share the output with.
  15301. * @returns This post process.
  15302. */
  15303. shareOutputWith(postProcess: PostProcess): PostProcess;
  15304. /**
  15305. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15306. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15307. */
  15308. useOwnOutput(): void;
  15309. /**
  15310. * Updates the effect with the current post process compile time values and recompiles the shader.
  15311. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15312. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15313. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15314. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15315. * @param onCompiled Called when the shader has been compiled.
  15316. * @param onError Called if there is an error when compiling a shader.
  15317. */
  15318. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15319. /**
  15320. * The post process is reusable if it can be used multiple times within one frame.
  15321. * @returns If the post process is reusable
  15322. */
  15323. isReusable(): boolean;
  15324. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15325. markTextureDirty(): void;
  15326. /**
  15327. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15328. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15329. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15330. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15331. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15332. * @returns The target texture that was bound to be written to.
  15333. */
  15334. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15335. /**
  15336. * If the post process is supported.
  15337. */
  15338. readonly isSupported: boolean;
  15339. /**
  15340. * The aspect ratio of the output texture.
  15341. */
  15342. readonly aspectRatio: number;
  15343. /**
  15344. * Get a value indicating if the post-process is ready to be used
  15345. * @returns true if the post-process is ready (shader is compiled)
  15346. */
  15347. isReady(): boolean;
  15348. /**
  15349. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15350. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15351. */
  15352. apply(): Nullable<Effect>;
  15353. private _disposeTextures;
  15354. /**
  15355. * Disposes the post process.
  15356. * @param camera The camera to dispose the post process on.
  15357. */
  15358. dispose(camera?: Camera): void;
  15359. }
  15360. }
  15361. declare module BABYLON {
  15362. /** @hidden */
  15363. export var kernelBlurVaryingDeclaration: {
  15364. name: string;
  15365. shader: string;
  15366. };
  15367. }
  15368. declare module BABYLON {
  15369. /** @hidden */
  15370. export var kernelBlurFragment: {
  15371. name: string;
  15372. shader: string;
  15373. };
  15374. }
  15375. declare module BABYLON {
  15376. /** @hidden */
  15377. export var kernelBlurFragment2: {
  15378. name: string;
  15379. shader: string;
  15380. };
  15381. }
  15382. declare module BABYLON {
  15383. /** @hidden */
  15384. export var kernelBlurPixelShader: {
  15385. name: string;
  15386. shader: string;
  15387. };
  15388. }
  15389. declare module BABYLON {
  15390. /** @hidden */
  15391. export var kernelBlurVertex: {
  15392. name: string;
  15393. shader: string;
  15394. };
  15395. }
  15396. declare module BABYLON {
  15397. /** @hidden */
  15398. export var kernelBlurVertexShader: {
  15399. name: string;
  15400. shader: string;
  15401. };
  15402. }
  15403. declare module BABYLON {
  15404. /**
  15405. * The Blur Post Process which blurs an image based on a kernel and direction.
  15406. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15407. */
  15408. export class BlurPostProcess extends PostProcess {
  15409. /** The direction in which to blur the image. */
  15410. direction: Vector2;
  15411. private blockCompilation;
  15412. protected _kernel: number;
  15413. protected _idealKernel: number;
  15414. protected _packedFloat: boolean;
  15415. private _staticDefines;
  15416. /**
  15417. * Sets the length in pixels of the blur sample region
  15418. */
  15419. /**
  15420. * Gets the length in pixels of the blur sample region
  15421. */
  15422. kernel: number;
  15423. /**
  15424. * Sets wether or not the blur needs to unpack/repack floats
  15425. */
  15426. /**
  15427. * Gets wether or not the blur is unpacking/repacking floats
  15428. */
  15429. packedFloat: boolean;
  15430. /**
  15431. * Creates a new instance BlurPostProcess
  15432. * @param name The name of the effect.
  15433. * @param direction The direction in which to blur the image.
  15434. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15435. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15436. * @param camera The camera to apply the render pass to.
  15437. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15438. * @param engine The engine which the post process will be applied. (default: current engine)
  15439. * @param reusable If the post process can be reused on the same frame. (default: false)
  15440. * @param textureType Type of textures used when performing the post process. (default: 0)
  15441. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15442. */
  15443. constructor(name: string,
  15444. /** The direction in which to blur the image. */
  15445. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15446. /**
  15447. * Updates the effect with the current post process compile time values and recompiles the shader.
  15448. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15449. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15450. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15451. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15452. * @param onCompiled Called when the shader has been compiled.
  15453. * @param onError Called if there is an error when compiling a shader.
  15454. */
  15455. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15456. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15457. /**
  15458. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15459. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15460. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15461. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15462. * The gaps between physical kernels are compensated for in the weighting of the samples
  15463. * @param idealKernel Ideal blur kernel.
  15464. * @return Nearest best kernel.
  15465. */
  15466. protected _nearestBestKernel(idealKernel: number): number;
  15467. /**
  15468. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15469. * @param x The point on the Gaussian distribution to sample.
  15470. * @return the value of the Gaussian function at x.
  15471. */
  15472. protected _gaussianWeight(x: number): number;
  15473. /**
  15474. * Generates a string that can be used as a floating point number in GLSL.
  15475. * @param x Value to print.
  15476. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15477. * @return GLSL float string.
  15478. */
  15479. protected _glslFloat(x: number, decimalFigures?: number): string;
  15480. }
  15481. }
  15482. declare module BABYLON {
  15483. /**
  15484. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15485. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15486. * You can then easily use it as a reflectionTexture on a flat surface.
  15487. * In case the surface is not a plane, please consider relying on reflection probes.
  15488. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15489. */
  15490. export class MirrorTexture extends RenderTargetTexture {
  15491. private scene;
  15492. /**
  15493. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15494. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15495. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15496. */
  15497. mirrorPlane: Plane;
  15498. /**
  15499. * Define the blur ratio used to blur the reflection if needed.
  15500. */
  15501. blurRatio: number;
  15502. /**
  15503. * Define the adaptive blur kernel used to blur the reflection if needed.
  15504. * This will autocompute the closest best match for the `blurKernel`
  15505. */
  15506. adaptiveBlurKernel: number;
  15507. /**
  15508. * Define the blur kernel used to blur the reflection if needed.
  15509. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15510. */
  15511. blurKernel: number;
  15512. /**
  15513. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15514. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15515. */
  15516. blurKernelX: number;
  15517. /**
  15518. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15519. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15520. */
  15521. blurKernelY: number;
  15522. private _autoComputeBlurKernel;
  15523. protected _onRatioRescale(): void;
  15524. private _updateGammaSpace;
  15525. private _imageProcessingConfigChangeObserver;
  15526. private _transformMatrix;
  15527. private _mirrorMatrix;
  15528. private _savedViewMatrix;
  15529. private _blurX;
  15530. private _blurY;
  15531. private _adaptiveBlurKernel;
  15532. private _blurKernelX;
  15533. private _blurKernelY;
  15534. private _blurRatio;
  15535. /**
  15536. * Instantiates a Mirror Texture.
  15537. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15538. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15539. * You can then easily use it as a reflectionTexture on a flat surface.
  15540. * In case the surface is not a plane, please consider relying on reflection probes.
  15541. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15542. * @param name
  15543. * @param size
  15544. * @param scene
  15545. * @param generateMipMaps
  15546. * @param type
  15547. * @param samplingMode
  15548. * @param generateDepthBuffer
  15549. */
  15550. constructor(name: string, size: number | {
  15551. width: number;
  15552. height: number;
  15553. } | {
  15554. ratio: number;
  15555. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15556. private _preparePostProcesses;
  15557. /**
  15558. * Clone the mirror texture.
  15559. * @returns the cloned texture
  15560. */
  15561. clone(): MirrorTexture;
  15562. /**
  15563. * Serialize the texture to a JSON representation you could use in Parse later on
  15564. * @returns the serialized JSON representation
  15565. */
  15566. serialize(): any;
  15567. /**
  15568. * Dispose the texture and release its associated resources.
  15569. */
  15570. dispose(): void;
  15571. }
  15572. }
  15573. declare module BABYLON {
  15574. /**
  15575. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15576. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15577. */
  15578. export class Texture extends BaseTexture {
  15579. /**
  15580. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  15581. */
  15582. static SerializeBuffers: boolean;
  15583. /** @hidden */
  15584. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  15585. /** @hidden */
  15586. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  15587. /** @hidden */
  15588. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  15589. /** nearest is mag = nearest and min = nearest and mip = linear */
  15590. static readonly NEAREST_SAMPLINGMODE: number;
  15591. /** nearest is mag = nearest and min = nearest and mip = linear */
  15592. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15593. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15594. static readonly BILINEAR_SAMPLINGMODE: number;
  15595. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15596. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15597. /** Trilinear is mag = linear and min = linear and mip = linear */
  15598. static readonly TRILINEAR_SAMPLINGMODE: number;
  15599. /** Trilinear is mag = linear and min = linear and mip = linear */
  15600. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15601. /** mag = nearest and min = nearest and mip = nearest */
  15602. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15603. /** mag = nearest and min = linear and mip = nearest */
  15604. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15605. /** mag = nearest and min = linear and mip = linear */
  15606. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15607. /** mag = nearest and min = linear and mip = none */
  15608. static readonly NEAREST_LINEAR: number;
  15609. /** mag = nearest and min = nearest and mip = none */
  15610. static readonly NEAREST_NEAREST: number;
  15611. /** mag = linear and min = nearest and mip = nearest */
  15612. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15613. /** mag = linear and min = nearest and mip = linear */
  15614. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15615. /** mag = linear and min = linear and mip = none */
  15616. static readonly LINEAR_LINEAR: number;
  15617. /** mag = linear and min = nearest and mip = none */
  15618. static readonly LINEAR_NEAREST: number;
  15619. /** Explicit coordinates mode */
  15620. static readonly EXPLICIT_MODE: number;
  15621. /** Spherical coordinates mode */
  15622. static readonly SPHERICAL_MODE: number;
  15623. /** Planar coordinates mode */
  15624. static readonly PLANAR_MODE: number;
  15625. /** Cubic coordinates mode */
  15626. static readonly CUBIC_MODE: number;
  15627. /** Projection coordinates mode */
  15628. static readonly PROJECTION_MODE: number;
  15629. /** Inverse Cubic coordinates mode */
  15630. static readonly SKYBOX_MODE: number;
  15631. /** Inverse Cubic coordinates mode */
  15632. static readonly INVCUBIC_MODE: number;
  15633. /** Equirectangular coordinates mode */
  15634. static readonly EQUIRECTANGULAR_MODE: number;
  15635. /** Equirectangular Fixed coordinates mode */
  15636. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15637. /** Equirectangular Fixed Mirrored coordinates mode */
  15638. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15639. /** Texture is not repeating outside of 0..1 UVs */
  15640. static readonly CLAMP_ADDRESSMODE: number;
  15641. /** Texture is repeating outside of 0..1 UVs */
  15642. static readonly WRAP_ADDRESSMODE: number;
  15643. /** Texture is repeating and mirrored */
  15644. static readonly MIRROR_ADDRESSMODE: number;
  15645. /**
  15646. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15647. */
  15648. static UseSerializedUrlIfAny: boolean;
  15649. /**
  15650. * Define the url of the texture.
  15651. */
  15652. url: Nullable<string>;
  15653. /**
  15654. * Define an offset on the texture to offset the u coordinates of the UVs
  15655. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15656. */
  15657. uOffset: number;
  15658. /**
  15659. * Define an offset on the texture to offset the v coordinates of the UVs
  15660. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15661. */
  15662. vOffset: number;
  15663. /**
  15664. * Define an offset on the texture to scale the u coordinates of the UVs
  15665. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15666. */
  15667. uScale: number;
  15668. /**
  15669. * Define an offset on the texture to scale the v coordinates of the UVs
  15670. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15671. */
  15672. vScale: number;
  15673. /**
  15674. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15675. * @see http://doc.babylonjs.com/how_to/more_materials
  15676. */
  15677. uAng: number;
  15678. /**
  15679. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15680. * @see http://doc.babylonjs.com/how_to/more_materials
  15681. */
  15682. vAng: number;
  15683. /**
  15684. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15685. * @see http://doc.babylonjs.com/how_to/more_materials
  15686. */
  15687. wAng: number;
  15688. /**
  15689. * Defines the center of rotation (U)
  15690. */
  15691. uRotationCenter: number;
  15692. /**
  15693. * Defines the center of rotation (V)
  15694. */
  15695. vRotationCenter: number;
  15696. /**
  15697. * Defines the center of rotation (W)
  15698. */
  15699. wRotationCenter: number;
  15700. /**
  15701. * Are mip maps generated for this texture or not.
  15702. */
  15703. readonly noMipmap: boolean;
  15704. /**
  15705. * List of inspectable custom properties (used by the Inspector)
  15706. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15707. */
  15708. inspectableCustomProperties: Nullable<IInspectable[]>;
  15709. private _noMipmap;
  15710. /** @hidden */
  15711. _invertY: boolean;
  15712. private _rowGenerationMatrix;
  15713. private _cachedTextureMatrix;
  15714. private _projectionModeMatrix;
  15715. private _t0;
  15716. private _t1;
  15717. private _t2;
  15718. private _cachedUOffset;
  15719. private _cachedVOffset;
  15720. private _cachedUScale;
  15721. private _cachedVScale;
  15722. private _cachedUAng;
  15723. private _cachedVAng;
  15724. private _cachedWAng;
  15725. private _cachedProjectionMatrixId;
  15726. private _cachedCoordinatesMode;
  15727. /** @hidden */
  15728. protected _initialSamplingMode: number;
  15729. /** @hidden */
  15730. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  15731. private _deleteBuffer;
  15732. protected _format: Nullable<number>;
  15733. private _delayedOnLoad;
  15734. private _delayedOnError;
  15735. private _mimeType?;
  15736. /**
  15737. * Observable triggered once the texture has been loaded.
  15738. */
  15739. onLoadObservable: Observable<Texture>;
  15740. protected _isBlocking: boolean;
  15741. /**
  15742. * Is the texture preventing material to render while loading.
  15743. * If false, a default texture will be used instead of the loading one during the preparation step.
  15744. */
  15745. isBlocking: boolean;
  15746. /**
  15747. * Get the current sampling mode associated with the texture.
  15748. */
  15749. readonly samplingMode: number;
  15750. /**
  15751. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  15752. */
  15753. readonly invertY: boolean;
  15754. /**
  15755. * Instantiates a new texture.
  15756. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15757. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15758. * @param url defines the url of the picture to load as a texture
  15759. * @param scene defines the scene or engine the texture will belong to
  15760. * @param noMipmap defines if the texture will require mip maps or not
  15761. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  15762. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  15763. * @param onLoad defines a callback triggered when the texture has been loaded
  15764. * @param onError defines a callback triggered when an error occurred during the loading session
  15765. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  15766. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  15767. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  15768. * @param mimeType defines an optional mime type information
  15769. */
  15770. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  15771. /**
  15772. * Update the url (and optional buffer) of this texture if url was null during construction.
  15773. * @param url the url of the texture
  15774. * @param buffer the buffer of the texture (defaults to null)
  15775. * @param onLoad callback called when the texture is loaded (defaults to null)
  15776. */
  15777. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  15778. /**
  15779. * Finish the loading sequence of a texture flagged as delayed load.
  15780. * @hidden
  15781. */
  15782. delayLoad(): void;
  15783. private _prepareRowForTextureGeneration;
  15784. /**
  15785. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  15786. * @returns the transform matrix of the texture.
  15787. */
  15788. getTextureMatrix(): Matrix;
  15789. /**
  15790. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  15791. * @returns The reflection texture transform
  15792. */
  15793. getReflectionTextureMatrix(): Matrix;
  15794. /**
  15795. * Clones the texture.
  15796. * @returns the cloned texture
  15797. */
  15798. clone(): Texture;
  15799. /**
  15800. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  15801. * @returns The JSON representation of the texture
  15802. */
  15803. serialize(): any;
  15804. /**
  15805. * Get the current class name of the texture useful for serialization or dynamic coding.
  15806. * @returns "Texture"
  15807. */
  15808. getClassName(): string;
  15809. /**
  15810. * Dispose the texture and release its associated resources.
  15811. */
  15812. dispose(): void;
  15813. /**
  15814. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  15815. * @param parsedTexture Define the JSON representation of the texture
  15816. * @param scene Define the scene the parsed texture should be instantiated in
  15817. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  15818. * @returns The parsed texture if successful
  15819. */
  15820. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  15821. /**
  15822. * Creates a texture from its base 64 representation.
  15823. * @param data Define the base64 payload without the data: prefix
  15824. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  15825. * @param scene Define the scene the texture should belong to
  15826. * @param noMipmap Forces the texture to not create mip map information if true
  15827. * @param invertY define if the texture needs to be inverted on the y axis during loading
  15828. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  15829. * @param onLoad define a callback triggered when the texture has been loaded
  15830. * @param onError define a callback triggered when an error occurred during the loading session
  15831. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  15832. * @returns the created texture
  15833. */
  15834. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  15835. /**
  15836. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  15837. * @param data Define the base64 payload without the data: prefix
  15838. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  15839. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  15840. * @param scene Define the scene the texture should belong to
  15841. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  15842. * @param noMipmap Forces the texture to not create mip map information if true
  15843. * @param invertY define if the texture needs to be inverted on the y axis during loading
  15844. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  15845. * @param onLoad define a callback triggered when the texture has been loaded
  15846. * @param onError define a callback triggered when an error occurred during the loading session
  15847. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  15848. * @returns the created texture
  15849. */
  15850. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  15851. }
  15852. }
  15853. declare module BABYLON {
  15854. /**
  15855. * PostProcessManager is used to manage one or more post processes or post process pipelines
  15856. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15857. */
  15858. export class PostProcessManager {
  15859. private _scene;
  15860. private _indexBuffer;
  15861. private _vertexBuffers;
  15862. /**
  15863. * Creates a new instance PostProcess
  15864. * @param scene The scene that the post process is associated with.
  15865. */
  15866. constructor(scene: Scene);
  15867. private _prepareBuffers;
  15868. private _buildIndexBuffer;
  15869. /**
  15870. * Rebuilds the vertex buffers of the manager.
  15871. * @hidden
  15872. */
  15873. _rebuild(): void;
  15874. /**
  15875. * Prepares a frame to be run through a post process.
  15876. * @param sourceTexture The input texture to the post procesess. (default: null)
  15877. * @param postProcesses An array of post processes to be run. (default: null)
  15878. * @returns True if the post processes were able to be run.
  15879. * @hidden
  15880. */
  15881. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  15882. /**
  15883. * Manually render a set of post processes to a texture.
  15884. * @param postProcesses An array of post processes to be run.
  15885. * @param targetTexture The target texture to render to.
  15886. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  15887. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  15888. * @param lodLevel defines which lod of the texture to render to
  15889. */
  15890. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  15891. /**
  15892. * Finalize the result of the output of the postprocesses.
  15893. * @param doNotPresent If true the result will not be displayed to the screen.
  15894. * @param targetTexture The target texture to render to.
  15895. * @param faceIndex The index of the face to bind the target texture to.
  15896. * @param postProcesses The array of post processes to render.
  15897. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  15898. * @hidden
  15899. */
  15900. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  15901. /**
  15902. * Disposes of the post process manager.
  15903. */
  15904. dispose(): void;
  15905. }
  15906. }
  15907. declare module BABYLON {
  15908. /** Interface used by value gradients (color, factor, ...) */
  15909. export interface IValueGradient {
  15910. /**
  15911. * Gets or sets the gradient value (between 0 and 1)
  15912. */
  15913. gradient: number;
  15914. }
  15915. /** Class used to store color4 gradient */
  15916. export class ColorGradient implements IValueGradient {
  15917. /**
  15918. * Gets or sets the gradient value (between 0 and 1)
  15919. */
  15920. gradient: number;
  15921. /**
  15922. * Gets or sets first associated color
  15923. */
  15924. color1: Color4;
  15925. /**
  15926. * Gets or sets second associated color
  15927. */
  15928. color2?: Color4;
  15929. /**
  15930. * Will get a color picked randomly between color1 and color2.
  15931. * If color2 is undefined then color1 will be used
  15932. * @param result defines the target Color4 to store the result in
  15933. */
  15934. getColorToRef(result: Color4): void;
  15935. }
  15936. /** Class used to store color 3 gradient */
  15937. export class Color3Gradient implements IValueGradient {
  15938. /**
  15939. * Gets or sets the gradient value (between 0 and 1)
  15940. */
  15941. gradient: number;
  15942. /**
  15943. * Gets or sets the associated color
  15944. */
  15945. color: Color3;
  15946. }
  15947. /** Class used to store factor gradient */
  15948. export class FactorGradient implements IValueGradient {
  15949. /**
  15950. * Gets or sets the gradient value (between 0 and 1)
  15951. */
  15952. gradient: number;
  15953. /**
  15954. * Gets or sets first associated factor
  15955. */
  15956. factor1: number;
  15957. /**
  15958. * Gets or sets second associated factor
  15959. */
  15960. factor2?: number;
  15961. /**
  15962. * Will get a number picked randomly between factor1 and factor2.
  15963. * If factor2 is undefined then factor1 will be used
  15964. * @returns the picked number
  15965. */
  15966. getFactor(): number;
  15967. }
  15968. /**
  15969. * Helper used to simplify some generic gradient tasks
  15970. */
  15971. export class GradientHelper {
  15972. /**
  15973. * Gets the current gradient from an array of IValueGradient
  15974. * @param ratio defines the current ratio to get
  15975. * @param gradients defines the array of IValueGradient
  15976. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  15977. */
  15978. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  15979. }
  15980. }
  15981. declare module BABYLON {
  15982. interface ThinEngine {
  15983. /**
  15984. * Creates a dynamic texture
  15985. * @param width defines the width of the texture
  15986. * @param height defines the height of the texture
  15987. * @param generateMipMaps defines if the engine should generate the mip levels
  15988. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  15989. * @returns the dynamic texture inside an InternalTexture
  15990. */
  15991. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  15992. /**
  15993. * Update the content of a dynamic texture
  15994. * @param texture defines the texture to update
  15995. * @param canvas defines the canvas containing the source
  15996. * @param invertY defines if data must be stored with Y axis inverted
  15997. * @param premulAlpha defines if alpha is stored as premultiplied
  15998. * @param format defines the format of the data
  15999. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16000. */
  16001. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16002. }
  16003. }
  16004. declare module BABYLON {
  16005. /**
  16006. * A class extending Texture allowing drawing on a texture
  16007. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16008. */
  16009. export class DynamicTexture extends Texture {
  16010. private _generateMipMaps;
  16011. private _canvas;
  16012. private _context;
  16013. private _engine;
  16014. /**
  16015. * Creates a DynamicTexture
  16016. * @param name defines the name of the texture
  16017. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16018. * @param scene defines the scene where you want the texture
  16019. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16020. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16021. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16022. */
  16023. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16024. /**
  16025. * Get the current class name of the texture useful for serialization or dynamic coding.
  16026. * @returns "DynamicTexture"
  16027. */
  16028. getClassName(): string;
  16029. /**
  16030. * Gets the current state of canRescale
  16031. */
  16032. readonly canRescale: boolean;
  16033. private _recreate;
  16034. /**
  16035. * Scales the texture
  16036. * @param ratio the scale factor to apply to both width and height
  16037. */
  16038. scale(ratio: number): void;
  16039. /**
  16040. * Resizes the texture
  16041. * @param width the new width
  16042. * @param height the new height
  16043. */
  16044. scaleTo(width: number, height: number): void;
  16045. /**
  16046. * Gets the context of the canvas used by the texture
  16047. * @returns the canvas context of the dynamic texture
  16048. */
  16049. getContext(): CanvasRenderingContext2D;
  16050. /**
  16051. * Clears the texture
  16052. */
  16053. clear(): void;
  16054. /**
  16055. * Updates the texture
  16056. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16057. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16058. */
  16059. update(invertY?: boolean, premulAlpha?: boolean): void;
  16060. /**
  16061. * Draws text onto the texture
  16062. * @param text defines the text to be drawn
  16063. * @param x defines the placement of the text from the left
  16064. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16065. * @param font defines the font to be used with font-style, font-size, font-name
  16066. * @param color defines the color used for the text
  16067. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16068. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16069. * @param update defines whether texture is immediately update (default is true)
  16070. */
  16071. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16072. /**
  16073. * Clones the texture
  16074. * @returns the clone of the texture.
  16075. */
  16076. clone(): DynamicTexture;
  16077. /**
  16078. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16079. * @returns a serialized dynamic texture object
  16080. */
  16081. serialize(): any;
  16082. /** @hidden */
  16083. _rebuild(): void;
  16084. }
  16085. }
  16086. declare module BABYLON {
  16087. interface AbstractScene {
  16088. /**
  16089. * The list of procedural textures added to the scene
  16090. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16091. */
  16092. proceduralTextures: Array<ProceduralTexture>;
  16093. }
  16094. /**
  16095. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16096. * in a given scene.
  16097. */
  16098. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16099. /**
  16100. * The component name helpfull to identify the component in the list of scene components.
  16101. */
  16102. readonly name: string;
  16103. /**
  16104. * The scene the component belongs to.
  16105. */
  16106. scene: Scene;
  16107. /**
  16108. * Creates a new instance of the component for the given scene
  16109. * @param scene Defines the scene to register the component in
  16110. */
  16111. constructor(scene: Scene);
  16112. /**
  16113. * Registers the component in a given scene
  16114. */
  16115. register(): void;
  16116. /**
  16117. * Rebuilds the elements related to this component in case of
  16118. * context lost for instance.
  16119. */
  16120. rebuild(): void;
  16121. /**
  16122. * Disposes the component and the associated ressources.
  16123. */
  16124. dispose(): void;
  16125. private _beforeClear;
  16126. }
  16127. }
  16128. declare module BABYLON {
  16129. interface ThinEngine {
  16130. /**
  16131. * Creates a new render target cube texture
  16132. * @param size defines the size of the texture
  16133. * @param options defines the options used to create the texture
  16134. * @returns a new render target cube texture stored in an InternalTexture
  16135. */
  16136. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16137. }
  16138. }
  16139. declare module BABYLON {
  16140. /** @hidden */
  16141. export var proceduralVertexShader: {
  16142. name: string;
  16143. shader: string;
  16144. };
  16145. }
  16146. declare module BABYLON {
  16147. /**
  16148. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16149. * This is the base class of any Procedural texture and contains most of the shareable code.
  16150. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16151. */
  16152. export class ProceduralTexture extends Texture {
  16153. isCube: boolean;
  16154. /**
  16155. * Define if the texture is enabled or not (disabled texture will not render)
  16156. */
  16157. isEnabled: boolean;
  16158. /**
  16159. * Define if the texture must be cleared before rendering (default is true)
  16160. */
  16161. autoClear: boolean;
  16162. /**
  16163. * Callback called when the texture is generated
  16164. */
  16165. onGenerated: () => void;
  16166. /**
  16167. * Event raised when the texture is generated
  16168. */
  16169. onGeneratedObservable: Observable<ProceduralTexture>;
  16170. /** @hidden */
  16171. _generateMipMaps: boolean;
  16172. /** @hidden **/
  16173. _effect: Effect;
  16174. /** @hidden */
  16175. _textures: {
  16176. [key: string]: Texture;
  16177. };
  16178. private _size;
  16179. private _currentRefreshId;
  16180. private _refreshRate;
  16181. private _vertexBuffers;
  16182. private _indexBuffer;
  16183. private _uniforms;
  16184. private _samplers;
  16185. private _fragment;
  16186. private _floats;
  16187. private _ints;
  16188. private _floatsArrays;
  16189. private _colors3;
  16190. private _colors4;
  16191. private _vectors2;
  16192. private _vectors3;
  16193. private _matrices;
  16194. private _fallbackTexture;
  16195. private _fallbackTextureUsed;
  16196. private _engine;
  16197. private _cachedDefines;
  16198. private _contentUpdateId;
  16199. private _contentData;
  16200. /**
  16201. * Instantiates a new procedural texture.
  16202. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16203. * This is the base class of any Procedural texture and contains most of the shareable code.
  16204. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16205. * @param name Define the name of the texture
  16206. * @param size Define the size of the texture to create
  16207. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16208. * @param scene Define the scene the texture belongs to
  16209. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16210. * @param generateMipMaps Define if the texture should creates mip maps or not
  16211. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16212. */
  16213. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16214. /**
  16215. * The effect that is created when initializing the post process.
  16216. * @returns The created effect corresponding the the postprocess.
  16217. */
  16218. getEffect(): Effect;
  16219. /**
  16220. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16221. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16222. */
  16223. getContent(): Nullable<ArrayBufferView>;
  16224. private _createIndexBuffer;
  16225. /** @hidden */
  16226. _rebuild(): void;
  16227. /**
  16228. * Resets the texture in order to recreate its associated resources.
  16229. * This can be called in case of context loss
  16230. */
  16231. reset(): void;
  16232. protected _getDefines(): string;
  16233. /**
  16234. * Is the texture ready to be used ? (rendered at least once)
  16235. * @returns true if ready, otherwise, false.
  16236. */
  16237. isReady(): boolean;
  16238. /**
  16239. * Resets the refresh counter of the texture and start bak from scratch.
  16240. * Could be useful to regenerate the texture if it is setup to render only once.
  16241. */
  16242. resetRefreshCounter(): void;
  16243. /**
  16244. * Set the fragment shader to use in order to render the texture.
  16245. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16246. */
  16247. setFragment(fragment: any): void;
  16248. /**
  16249. * Define the refresh rate of the texture or the rendering frequency.
  16250. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16251. */
  16252. refreshRate: number;
  16253. /** @hidden */
  16254. _shouldRender(): boolean;
  16255. /**
  16256. * Get the size the texture is rendering at.
  16257. * @returns the size (texture is always squared)
  16258. */
  16259. getRenderSize(): number;
  16260. /**
  16261. * Resize the texture to new value.
  16262. * @param size Define the new size the texture should have
  16263. * @param generateMipMaps Define whether the new texture should create mip maps
  16264. */
  16265. resize(size: number, generateMipMaps: boolean): void;
  16266. private _checkUniform;
  16267. /**
  16268. * Set a texture in the shader program used to render.
  16269. * @param name Define the name of the uniform samplers as defined in the shader
  16270. * @param texture Define the texture to bind to this sampler
  16271. * @return the texture itself allowing "fluent" like uniform updates
  16272. */
  16273. setTexture(name: string, texture: Texture): ProceduralTexture;
  16274. /**
  16275. * Set a float in the shader.
  16276. * @param name Define the name of the uniform as defined in the shader
  16277. * @param value Define the value to give to the uniform
  16278. * @return the texture itself allowing "fluent" like uniform updates
  16279. */
  16280. setFloat(name: string, value: number): ProceduralTexture;
  16281. /**
  16282. * Set a int in the shader.
  16283. * @param name Define the name of the uniform as defined in the shader
  16284. * @param value Define the value to give to the uniform
  16285. * @return the texture itself allowing "fluent" like uniform updates
  16286. */
  16287. setInt(name: string, value: number): ProceduralTexture;
  16288. /**
  16289. * Set an array of floats in the shader.
  16290. * @param name Define the name of the uniform as defined in the shader
  16291. * @param value Define the value to give to the uniform
  16292. * @return the texture itself allowing "fluent" like uniform updates
  16293. */
  16294. setFloats(name: string, value: number[]): ProceduralTexture;
  16295. /**
  16296. * Set a vec3 in the shader from a Color3.
  16297. * @param name Define the name of the uniform as defined in the shader
  16298. * @param value Define the value to give to the uniform
  16299. * @return the texture itself allowing "fluent" like uniform updates
  16300. */
  16301. setColor3(name: string, value: Color3): ProceduralTexture;
  16302. /**
  16303. * Set a vec4 in the shader from a Color4.
  16304. * @param name Define the name of the uniform as defined in the shader
  16305. * @param value Define the value to give to the uniform
  16306. * @return the texture itself allowing "fluent" like uniform updates
  16307. */
  16308. setColor4(name: string, value: Color4): ProceduralTexture;
  16309. /**
  16310. * Set a vec2 in the shader from a Vector2.
  16311. * @param name Define the name of the uniform as defined in the shader
  16312. * @param value Define the value to give to the uniform
  16313. * @return the texture itself allowing "fluent" like uniform updates
  16314. */
  16315. setVector2(name: string, value: Vector2): ProceduralTexture;
  16316. /**
  16317. * Set a vec3 in the shader from a Vector3.
  16318. * @param name Define the name of the uniform as defined in the shader
  16319. * @param value Define the value to give to the uniform
  16320. * @return the texture itself allowing "fluent" like uniform updates
  16321. */
  16322. setVector3(name: string, value: Vector3): ProceduralTexture;
  16323. /**
  16324. * Set a mat4 in the shader from a MAtrix.
  16325. * @param name Define the name of the uniform as defined in the shader
  16326. * @param value Define the value to give to the uniform
  16327. * @return the texture itself allowing "fluent" like uniform updates
  16328. */
  16329. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16330. /**
  16331. * Render the texture to its associated render target.
  16332. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16333. */
  16334. render(useCameraPostProcess?: boolean): void;
  16335. /**
  16336. * Clone the texture.
  16337. * @returns the cloned texture
  16338. */
  16339. clone(): ProceduralTexture;
  16340. /**
  16341. * Dispose the texture and release its asoociated resources.
  16342. */
  16343. dispose(): void;
  16344. }
  16345. }
  16346. declare module BABYLON {
  16347. /**
  16348. * This represents the base class for particle system in Babylon.
  16349. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16350. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16351. * @example https://doc.babylonjs.com/babylon101/particles
  16352. */
  16353. export class BaseParticleSystem {
  16354. /**
  16355. * Source color is added to the destination color without alpha affecting the result
  16356. */
  16357. static BLENDMODE_ONEONE: number;
  16358. /**
  16359. * Blend current color and particle color using particle’s alpha
  16360. */
  16361. static BLENDMODE_STANDARD: number;
  16362. /**
  16363. * Add current color and particle color multiplied by particle’s alpha
  16364. */
  16365. static BLENDMODE_ADD: number;
  16366. /**
  16367. * Multiply current color with particle color
  16368. */
  16369. static BLENDMODE_MULTIPLY: number;
  16370. /**
  16371. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16372. */
  16373. static BLENDMODE_MULTIPLYADD: number;
  16374. /**
  16375. * List of animations used by the particle system.
  16376. */
  16377. animations: Animation[];
  16378. /**
  16379. * The id of the Particle system.
  16380. */
  16381. id: string;
  16382. /**
  16383. * The friendly name of the Particle system.
  16384. */
  16385. name: string;
  16386. /**
  16387. * The rendering group used by the Particle system to chose when to render.
  16388. */
  16389. renderingGroupId: number;
  16390. /**
  16391. * The emitter represents the Mesh or position we are attaching the particle system to.
  16392. */
  16393. emitter: Nullable<AbstractMesh | Vector3>;
  16394. /**
  16395. * The maximum number of particles to emit per frame
  16396. */
  16397. emitRate: number;
  16398. /**
  16399. * If you want to launch only a few particles at once, that can be done, as well.
  16400. */
  16401. manualEmitCount: number;
  16402. /**
  16403. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16404. */
  16405. updateSpeed: number;
  16406. /**
  16407. * The amount of time the particle system is running (depends of the overall update speed).
  16408. */
  16409. targetStopDuration: number;
  16410. /**
  16411. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16412. */
  16413. disposeOnStop: boolean;
  16414. /**
  16415. * Minimum power of emitting particles.
  16416. */
  16417. minEmitPower: number;
  16418. /**
  16419. * Maximum power of emitting particles.
  16420. */
  16421. maxEmitPower: number;
  16422. /**
  16423. * Minimum life time of emitting particles.
  16424. */
  16425. minLifeTime: number;
  16426. /**
  16427. * Maximum life time of emitting particles.
  16428. */
  16429. maxLifeTime: number;
  16430. /**
  16431. * Minimum Size of emitting particles.
  16432. */
  16433. minSize: number;
  16434. /**
  16435. * Maximum Size of emitting particles.
  16436. */
  16437. maxSize: number;
  16438. /**
  16439. * Minimum scale of emitting particles on X axis.
  16440. */
  16441. minScaleX: number;
  16442. /**
  16443. * Maximum scale of emitting particles on X axis.
  16444. */
  16445. maxScaleX: number;
  16446. /**
  16447. * Minimum scale of emitting particles on Y axis.
  16448. */
  16449. minScaleY: number;
  16450. /**
  16451. * Maximum scale of emitting particles on Y axis.
  16452. */
  16453. maxScaleY: number;
  16454. /**
  16455. * Gets or sets the minimal initial rotation in radians.
  16456. */
  16457. minInitialRotation: number;
  16458. /**
  16459. * Gets or sets the maximal initial rotation in radians.
  16460. */
  16461. maxInitialRotation: number;
  16462. /**
  16463. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16464. */
  16465. minAngularSpeed: number;
  16466. /**
  16467. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16468. */
  16469. maxAngularSpeed: number;
  16470. /**
  16471. * The texture used to render each particle. (this can be a spritesheet)
  16472. */
  16473. particleTexture: Nullable<Texture>;
  16474. /**
  16475. * The layer mask we are rendering the particles through.
  16476. */
  16477. layerMask: number;
  16478. /**
  16479. * This can help using your own shader to render the particle system.
  16480. * The according effect will be created
  16481. */
  16482. customShader: any;
  16483. /**
  16484. * By default particle system starts as soon as they are created. This prevents the
  16485. * automatic start to happen and let you decide when to start emitting particles.
  16486. */
  16487. preventAutoStart: boolean;
  16488. private _noiseTexture;
  16489. /**
  16490. * Gets or sets a texture used to add random noise to particle positions
  16491. */
  16492. noiseTexture: Nullable<ProceduralTexture>;
  16493. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16494. noiseStrength: Vector3;
  16495. /**
  16496. * Callback triggered when the particle animation is ending.
  16497. */
  16498. onAnimationEnd: Nullable<() => void>;
  16499. /**
  16500. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16501. */
  16502. blendMode: number;
  16503. /**
  16504. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16505. * to override the particles.
  16506. */
  16507. forceDepthWrite: boolean;
  16508. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16509. preWarmCycles: number;
  16510. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16511. preWarmStepOffset: number;
  16512. /**
  16513. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16514. */
  16515. spriteCellChangeSpeed: number;
  16516. /**
  16517. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16518. */
  16519. startSpriteCellID: number;
  16520. /**
  16521. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16522. */
  16523. endSpriteCellID: number;
  16524. /**
  16525. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16526. */
  16527. spriteCellWidth: number;
  16528. /**
  16529. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16530. */
  16531. spriteCellHeight: number;
  16532. /**
  16533. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16534. */
  16535. spriteRandomStartCell: boolean;
  16536. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16537. translationPivot: Vector2;
  16538. /** @hidden */
  16539. protected _isAnimationSheetEnabled: boolean;
  16540. /**
  16541. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16542. */
  16543. beginAnimationOnStart: boolean;
  16544. /**
  16545. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16546. */
  16547. beginAnimationFrom: number;
  16548. /**
  16549. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16550. */
  16551. beginAnimationTo: number;
  16552. /**
  16553. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16554. */
  16555. beginAnimationLoop: boolean;
  16556. /**
  16557. * Gets or sets a world offset applied to all particles
  16558. */
  16559. worldOffset: Vector3;
  16560. /**
  16561. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16562. */
  16563. isAnimationSheetEnabled: boolean;
  16564. /**
  16565. * Get hosting scene
  16566. * @returns the scene
  16567. */
  16568. getScene(): Scene;
  16569. /**
  16570. * You can use gravity if you want to give an orientation to your particles.
  16571. */
  16572. gravity: Vector3;
  16573. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16574. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16575. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16576. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16577. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16578. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16579. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16580. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16581. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16582. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16583. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16584. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16585. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16586. /**
  16587. * Defines the delay in milliseconds before starting the system (0 by default)
  16588. */
  16589. startDelay: number;
  16590. /**
  16591. * Gets the current list of drag gradients.
  16592. * You must use addDragGradient and removeDragGradient to udpate this list
  16593. * @returns the list of drag gradients
  16594. */
  16595. getDragGradients(): Nullable<Array<FactorGradient>>;
  16596. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16597. limitVelocityDamping: number;
  16598. /**
  16599. * Gets the current list of limit velocity gradients.
  16600. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16601. * @returns the list of limit velocity gradients
  16602. */
  16603. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16604. /**
  16605. * Gets the current list of color gradients.
  16606. * You must use addColorGradient and removeColorGradient to udpate this list
  16607. * @returns the list of color gradients
  16608. */
  16609. getColorGradients(): Nullable<Array<ColorGradient>>;
  16610. /**
  16611. * Gets the current list of size gradients.
  16612. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16613. * @returns the list of size gradients
  16614. */
  16615. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16616. /**
  16617. * Gets the current list of color remap gradients.
  16618. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16619. * @returns the list of color remap gradients
  16620. */
  16621. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16622. /**
  16623. * Gets the current list of alpha remap gradients.
  16624. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16625. * @returns the list of alpha remap gradients
  16626. */
  16627. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16628. /**
  16629. * Gets the current list of life time gradients.
  16630. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16631. * @returns the list of life time gradients
  16632. */
  16633. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16634. /**
  16635. * Gets the current list of angular speed gradients.
  16636. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16637. * @returns the list of angular speed gradients
  16638. */
  16639. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16640. /**
  16641. * Gets the current list of velocity gradients.
  16642. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16643. * @returns the list of velocity gradients
  16644. */
  16645. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16646. /**
  16647. * Gets the current list of start size gradients.
  16648. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16649. * @returns the list of start size gradients
  16650. */
  16651. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16652. /**
  16653. * Gets the current list of emit rate gradients.
  16654. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16655. * @returns the list of emit rate gradients
  16656. */
  16657. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16658. /**
  16659. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16660. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16661. */
  16662. direction1: Vector3;
  16663. /**
  16664. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16665. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16666. */
  16667. direction2: Vector3;
  16668. /**
  16669. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16670. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16671. */
  16672. minEmitBox: Vector3;
  16673. /**
  16674. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16675. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16676. */
  16677. maxEmitBox: Vector3;
  16678. /**
  16679. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16680. */
  16681. color1: Color4;
  16682. /**
  16683. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16684. */
  16685. color2: Color4;
  16686. /**
  16687. * Color the particle will have at the end of its lifetime
  16688. */
  16689. colorDead: Color4;
  16690. /**
  16691. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16692. */
  16693. textureMask: Color4;
  16694. /**
  16695. * The particle emitter type defines the emitter used by the particle system.
  16696. * It can be for example box, sphere, or cone...
  16697. */
  16698. particleEmitterType: IParticleEmitterType;
  16699. /** @hidden */
  16700. _isSubEmitter: boolean;
  16701. /**
  16702. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16703. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16704. */
  16705. billboardMode: number;
  16706. protected _isBillboardBased: boolean;
  16707. /**
  16708. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16709. */
  16710. isBillboardBased: boolean;
  16711. /**
  16712. * The scene the particle system belongs to.
  16713. */
  16714. protected _scene: Scene;
  16715. /**
  16716. * Local cache of defines for image processing.
  16717. */
  16718. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16719. /**
  16720. * Default configuration related to image processing available in the standard Material.
  16721. */
  16722. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16723. /**
  16724. * Gets the image processing configuration used either in this material.
  16725. */
  16726. /**
  16727. * Sets the Default image processing configuration used either in the this material.
  16728. *
  16729. * If sets to null, the scene one is in use.
  16730. */
  16731. imageProcessingConfiguration: ImageProcessingConfiguration;
  16732. /**
  16733. * Attaches a new image processing configuration to the Standard Material.
  16734. * @param configuration
  16735. */
  16736. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16737. /** @hidden */
  16738. protected _reset(): void;
  16739. /** @hidden */
  16740. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16741. /**
  16742. * Instantiates a particle system.
  16743. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16744. * @param name The name of the particle system
  16745. */
  16746. constructor(name: string);
  16747. /**
  16748. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16749. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16750. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16751. * @returns the emitter
  16752. */
  16753. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16754. /**
  16755. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16756. * @param radius The radius of the hemisphere to emit from
  16757. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16758. * @returns the emitter
  16759. */
  16760. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16761. /**
  16762. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16763. * @param radius The radius of the sphere to emit from
  16764. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16765. * @returns the emitter
  16766. */
  16767. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16768. /**
  16769. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16770. * @param radius The radius of the sphere to emit from
  16771. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16772. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16773. * @returns the emitter
  16774. */
  16775. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16776. /**
  16777. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16778. * @param radius The radius of the emission cylinder
  16779. * @param height The height of the emission cylinder
  16780. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16781. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16782. * @returns the emitter
  16783. */
  16784. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16785. /**
  16786. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16787. * @param radius The radius of the cylinder to emit from
  16788. * @param height The height of the emission cylinder
  16789. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16790. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16791. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16792. * @returns the emitter
  16793. */
  16794. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16795. /**
  16796. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16797. * @param radius The radius of the cone to emit from
  16798. * @param angle The base angle of the cone
  16799. * @returns the emitter
  16800. */
  16801. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16802. /**
  16803. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  16804. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16805. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16806. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16807. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16808. * @returns the emitter
  16809. */
  16810. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  16811. }
  16812. }
  16813. declare module BABYLON {
  16814. /**
  16815. * Type of sub emitter
  16816. */
  16817. export enum SubEmitterType {
  16818. /**
  16819. * Attached to the particle over it's lifetime
  16820. */
  16821. ATTACHED = 0,
  16822. /**
  16823. * Created when the particle dies
  16824. */
  16825. END = 1
  16826. }
  16827. /**
  16828. * Sub emitter class used to emit particles from an existing particle
  16829. */
  16830. export class SubEmitter {
  16831. /**
  16832. * the particle system to be used by the sub emitter
  16833. */
  16834. particleSystem: ParticleSystem;
  16835. /**
  16836. * Type of the submitter (Default: END)
  16837. */
  16838. type: SubEmitterType;
  16839. /**
  16840. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  16841. * Note: This only is supported when using an emitter of type Mesh
  16842. */
  16843. inheritDirection: boolean;
  16844. /**
  16845. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  16846. */
  16847. inheritedVelocityAmount: number;
  16848. /**
  16849. * Creates a sub emitter
  16850. * @param particleSystem the particle system to be used by the sub emitter
  16851. */
  16852. constructor(
  16853. /**
  16854. * the particle system to be used by the sub emitter
  16855. */
  16856. particleSystem: ParticleSystem);
  16857. /**
  16858. * Clones the sub emitter
  16859. * @returns the cloned sub emitter
  16860. */
  16861. clone(): SubEmitter;
  16862. /**
  16863. * Serialize current object to a JSON object
  16864. * @returns the serialized object
  16865. */
  16866. serialize(): any;
  16867. /** @hidden */
  16868. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  16869. /**
  16870. * Creates a new SubEmitter from a serialized JSON version
  16871. * @param serializationObject defines the JSON object to read from
  16872. * @param scene defines the hosting scene
  16873. * @param rootUrl defines the rootUrl for data loading
  16874. * @returns a new SubEmitter
  16875. */
  16876. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  16877. /** Release associated resources */
  16878. dispose(): void;
  16879. }
  16880. }
  16881. declare module BABYLON {
  16882. /** @hidden */
  16883. export var clipPlaneFragmentDeclaration: {
  16884. name: string;
  16885. shader: string;
  16886. };
  16887. }
  16888. declare module BABYLON {
  16889. /** @hidden */
  16890. export var imageProcessingDeclaration: {
  16891. name: string;
  16892. shader: string;
  16893. };
  16894. }
  16895. declare module BABYLON {
  16896. /** @hidden */
  16897. export var imageProcessingFunctions: {
  16898. name: string;
  16899. shader: string;
  16900. };
  16901. }
  16902. declare module BABYLON {
  16903. /** @hidden */
  16904. export var clipPlaneFragment: {
  16905. name: string;
  16906. shader: string;
  16907. };
  16908. }
  16909. declare module BABYLON {
  16910. /** @hidden */
  16911. export var particlesPixelShader: {
  16912. name: string;
  16913. shader: string;
  16914. };
  16915. }
  16916. declare module BABYLON {
  16917. /** @hidden */
  16918. export var clipPlaneVertexDeclaration: {
  16919. name: string;
  16920. shader: string;
  16921. };
  16922. }
  16923. declare module BABYLON {
  16924. /** @hidden */
  16925. export var clipPlaneVertex: {
  16926. name: string;
  16927. shader: string;
  16928. };
  16929. }
  16930. declare module BABYLON {
  16931. /** @hidden */
  16932. export var particlesVertexShader: {
  16933. name: string;
  16934. shader: string;
  16935. };
  16936. }
  16937. declare module BABYLON {
  16938. /**
  16939. * This represents a particle system in Babylon.
  16940. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16941. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16942. * @example https://doc.babylonjs.com/babylon101/particles
  16943. */
  16944. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  16945. /**
  16946. * Billboard mode will only apply to Y axis
  16947. */
  16948. static readonly BILLBOARDMODE_Y: number;
  16949. /**
  16950. * Billboard mode will apply to all axes
  16951. */
  16952. static readonly BILLBOARDMODE_ALL: number;
  16953. /**
  16954. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  16955. */
  16956. static readonly BILLBOARDMODE_STRETCHED: number;
  16957. /**
  16958. * This function can be defined to provide custom update for active particles.
  16959. * This function will be called instead of regular update (age, position, color, etc.).
  16960. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  16961. */
  16962. updateFunction: (particles: Particle[]) => void;
  16963. private _emitterWorldMatrix;
  16964. /**
  16965. * This function can be defined to specify initial direction for every new particle.
  16966. * It by default use the emitterType defined function
  16967. */
  16968. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  16969. /**
  16970. * This function can be defined to specify initial position for every new particle.
  16971. * It by default use the emitterType defined function
  16972. */
  16973. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  16974. /**
  16975. * @hidden
  16976. */
  16977. _inheritedVelocityOffset: Vector3;
  16978. /**
  16979. * An event triggered when the system is disposed
  16980. */
  16981. onDisposeObservable: Observable<ParticleSystem>;
  16982. private _onDisposeObserver;
  16983. /**
  16984. * Sets a callback that will be triggered when the system is disposed
  16985. */
  16986. onDispose: () => void;
  16987. private _particles;
  16988. private _epsilon;
  16989. private _capacity;
  16990. private _stockParticles;
  16991. private _newPartsExcess;
  16992. private _vertexData;
  16993. private _vertexBuffer;
  16994. private _vertexBuffers;
  16995. private _spriteBuffer;
  16996. private _indexBuffer;
  16997. private _effect;
  16998. private _customEffect;
  16999. private _cachedDefines;
  17000. private _scaledColorStep;
  17001. private _colorDiff;
  17002. private _scaledDirection;
  17003. private _scaledGravity;
  17004. private _currentRenderId;
  17005. private _alive;
  17006. private _useInstancing;
  17007. private _started;
  17008. private _stopped;
  17009. private _actualFrame;
  17010. private _scaledUpdateSpeed;
  17011. private _vertexBufferSize;
  17012. /** @hidden */
  17013. _currentEmitRateGradient: Nullable<FactorGradient>;
  17014. /** @hidden */
  17015. _currentEmitRate1: number;
  17016. /** @hidden */
  17017. _currentEmitRate2: number;
  17018. /** @hidden */
  17019. _currentStartSizeGradient: Nullable<FactorGradient>;
  17020. /** @hidden */
  17021. _currentStartSize1: number;
  17022. /** @hidden */
  17023. _currentStartSize2: number;
  17024. private readonly _rawTextureWidth;
  17025. private _rampGradientsTexture;
  17026. private _useRampGradients;
  17027. /** Gets or sets a boolean indicating that ramp gradients must be used
  17028. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17029. */
  17030. useRampGradients: boolean;
  17031. /**
  17032. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17033. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17034. */
  17035. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17036. private _subEmitters;
  17037. /**
  17038. * @hidden
  17039. * If the particle systems emitter should be disposed when the particle system is disposed
  17040. */
  17041. _disposeEmitterOnDispose: boolean;
  17042. /**
  17043. * The current active Sub-systems, this property is used by the root particle system only.
  17044. */
  17045. activeSubSystems: Array<ParticleSystem>;
  17046. private _rootParticleSystem;
  17047. /**
  17048. * Gets the current list of active particles
  17049. */
  17050. readonly particles: Particle[];
  17051. /**
  17052. * Returns the string "ParticleSystem"
  17053. * @returns a string containing the class name
  17054. */
  17055. getClassName(): string;
  17056. /**
  17057. * Instantiates a particle system.
  17058. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17059. * @param name The name of the particle system
  17060. * @param capacity The max number of particles alive at the same time
  17061. * @param scene The scene the particle system belongs to
  17062. * @param customEffect a custom effect used to change the way particles are rendered by default
  17063. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17064. * @param epsilon Offset used to render the particles
  17065. */
  17066. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17067. private _addFactorGradient;
  17068. private _removeFactorGradient;
  17069. /**
  17070. * Adds a new life time gradient
  17071. * @param gradient defines the gradient to use (between 0 and 1)
  17072. * @param factor defines the life time factor to affect to the specified gradient
  17073. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17074. * @returns the current particle system
  17075. */
  17076. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17077. /**
  17078. * Remove a specific life time gradient
  17079. * @param gradient defines the gradient to remove
  17080. * @returns the current particle system
  17081. */
  17082. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17083. /**
  17084. * Adds a new size gradient
  17085. * @param gradient defines the gradient to use (between 0 and 1)
  17086. * @param factor defines the size factor to affect to the specified gradient
  17087. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17088. * @returns the current particle system
  17089. */
  17090. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17091. /**
  17092. * Remove a specific size gradient
  17093. * @param gradient defines the gradient to remove
  17094. * @returns the current particle system
  17095. */
  17096. removeSizeGradient(gradient: number): IParticleSystem;
  17097. /**
  17098. * Adds a new color remap gradient
  17099. * @param gradient defines the gradient to use (between 0 and 1)
  17100. * @param min defines the color remap minimal range
  17101. * @param max defines the color remap maximal range
  17102. * @returns the current particle system
  17103. */
  17104. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17105. /**
  17106. * Remove a specific color remap gradient
  17107. * @param gradient defines the gradient to remove
  17108. * @returns the current particle system
  17109. */
  17110. removeColorRemapGradient(gradient: number): IParticleSystem;
  17111. /**
  17112. * Adds a new alpha remap gradient
  17113. * @param gradient defines the gradient to use (between 0 and 1)
  17114. * @param min defines the alpha remap minimal range
  17115. * @param max defines the alpha remap maximal range
  17116. * @returns the current particle system
  17117. */
  17118. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17119. /**
  17120. * Remove a specific alpha remap gradient
  17121. * @param gradient defines the gradient to remove
  17122. * @returns the current particle system
  17123. */
  17124. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17125. /**
  17126. * Adds a new angular speed gradient
  17127. * @param gradient defines the gradient to use (between 0 and 1)
  17128. * @param factor defines the angular speed to affect to the specified gradient
  17129. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17130. * @returns the current particle system
  17131. */
  17132. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17133. /**
  17134. * Remove a specific angular speed gradient
  17135. * @param gradient defines the gradient to remove
  17136. * @returns the current particle system
  17137. */
  17138. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17139. /**
  17140. * Adds a new velocity gradient
  17141. * @param gradient defines the gradient to use (between 0 and 1)
  17142. * @param factor defines the velocity to affect to the specified gradient
  17143. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17144. * @returns the current particle system
  17145. */
  17146. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17147. /**
  17148. * Remove a specific velocity gradient
  17149. * @param gradient defines the gradient to remove
  17150. * @returns the current particle system
  17151. */
  17152. removeVelocityGradient(gradient: number): IParticleSystem;
  17153. /**
  17154. * Adds a new limit velocity gradient
  17155. * @param gradient defines the gradient to use (between 0 and 1)
  17156. * @param factor defines the limit velocity value to affect to the specified gradient
  17157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17158. * @returns the current particle system
  17159. */
  17160. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17161. /**
  17162. * Remove a specific limit velocity gradient
  17163. * @param gradient defines the gradient to remove
  17164. * @returns the current particle system
  17165. */
  17166. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17167. /**
  17168. * Adds a new drag gradient
  17169. * @param gradient defines the gradient to use (between 0 and 1)
  17170. * @param factor defines the drag value to affect to the specified gradient
  17171. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17172. * @returns the current particle system
  17173. */
  17174. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17175. /**
  17176. * Remove a specific drag gradient
  17177. * @param gradient defines the gradient to remove
  17178. * @returns the current particle system
  17179. */
  17180. removeDragGradient(gradient: number): IParticleSystem;
  17181. /**
  17182. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17183. * @param gradient defines the gradient to use (between 0 and 1)
  17184. * @param factor defines the emit rate value to affect to the specified gradient
  17185. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17186. * @returns the current particle system
  17187. */
  17188. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17189. /**
  17190. * Remove a specific emit rate gradient
  17191. * @param gradient defines the gradient to remove
  17192. * @returns the current particle system
  17193. */
  17194. removeEmitRateGradient(gradient: number): IParticleSystem;
  17195. /**
  17196. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17197. * @param gradient defines the gradient to use (between 0 and 1)
  17198. * @param factor defines the start size value to affect to the specified gradient
  17199. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17200. * @returns the current particle system
  17201. */
  17202. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17203. /**
  17204. * Remove a specific start size gradient
  17205. * @param gradient defines the gradient to remove
  17206. * @returns the current particle system
  17207. */
  17208. removeStartSizeGradient(gradient: number): IParticleSystem;
  17209. private _createRampGradientTexture;
  17210. /**
  17211. * Gets the current list of ramp gradients.
  17212. * You must use addRampGradient and removeRampGradient to udpate this list
  17213. * @returns the list of ramp gradients
  17214. */
  17215. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17216. /**
  17217. * Adds a new ramp gradient used to remap particle colors
  17218. * @param gradient defines the gradient to use (between 0 and 1)
  17219. * @param color defines the color to affect to the specified gradient
  17220. * @returns the current particle system
  17221. */
  17222. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17223. /**
  17224. * Remove a specific ramp gradient
  17225. * @param gradient defines the gradient to remove
  17226. * @returns the current particle system
  17227. */
  17228. removeRampGradient(gradient: number): ParticleSystem;
  17229. /**
  17230. * Adds a new color gradient
  17231. * @param gradient defines the gradient to use (between 0 and 1)
  17232. * @param color1 defines the color to affect to the specified gradient
  17233. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17234. * @returns this particle system
  17235. */
  17236. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17237. /**
  17238. * Remove a specific color gradient
  17239. * @param gradient defines the gradient to remove
  17240. * @returns this particle system
  17241. */
  17242. removeColorGradient(gradient: number): IParticleSystem;
  17243. private _fetchR;
  17244. protected _reset(): void;
  17245. private _resetEffect;
  17246. private _createVertexBuffers;
  17247. private _createIndexBuffer;
  17248. /**
  17249. * Gets the maximum number of particles active at the same time.
  17250. * @returns The max number of active particles.
  17251. */
  17252. getCapacity(): number;
  17253. /**
  17254. * Gets whether there are still active particles in the system.
  17255. * @returns True if it is alive, otherwise false.
  17256. */
  17257. isAlive(): boolean;
  17258. /**
  17259. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17260. * @returns True if it has been started, otherwise false.
  17261. */
  17262. isStarted(): boolean;
  17263. private _prepareSubEmitterInternalArray;
  17264. /**
  17265. * Starts the particle system and begins to emit
  17266. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17267. */
  17268. start(delay?: number): void;
  17269. /**
  17270. * Stops the particle system.
  17271. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17272. */
  17273. stop(stopSubEmitters?: boolean): void;
  17274. /**
  17275. * Remove all active particles
  17276. */
  17277. reset(): void;
  17278. /**
  17279. * @hidden (for internal use only)
  17280. */
  17281. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17282. /**
  17283. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17284. * Its lifetime will start back at 0.
  17285. */
  17286. recycleParticle: (particle: Particle) => void;
  17287. private _stopSubEmitters;
  17288. private _createParticle;
  17289. private _removeFromRoot;
  17290. private _emitFromParticle;
  17291. private _update;
  17292. /** @hidden */
  17293. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17294. /** @hidden */
  17295. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17296. /** @hidden */
  17297. private _getEffect;
  17298. /**
  17299. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17300. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17301. */
  17302. animate(preWarmOnly?: boolean): void;
  17303. private _appendParticleVertices;
  17304. /**
  17305. * Rebuilds the particle system.
  17306. */
  17307. rebuild(): void;
  17308. /**
  17309. * Is this system ready to be used/rendered
  17310. * @return true if the system is ready
  17311. */
  17312. isReady(): boolean;
  17313. private _render;
  17314. /**
  17315. * Renders the particle system in its current state.
  17316. * @returns the current number of particles
  17317. */
  17318. render(): number;
  17319. /**
  17320. * Disposes the particle system and free the associated resources
  17321. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17322. */
  17323. dispose(disposeTexture?: boolean): void;
  17324. /**
  17325. * Clones the particle system.
  17326. * @param name The name of the cloned object
  17327. * @param newEmitter The new emitter to use
  17328. * @returns the cloned particle system
  17329. */
  17330. clone(name: string, newEmitter: any): ParticleSystem;
  17331. /**
  17332. * Serializes the particle system to a JSON object.
  17333. * @returns the JSON object
  17334. */
  17335. serialize(): any;
  17336. /** @hidden */
  17337. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17338. /** @hidden */
  17339. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17340. /**
  17341. * Parses a JSON object to create a particle system.
  17342. * @param parsedParticleSystem The JSON object to parse
  17343. * @param scene The scene to create the particle system in
  17344. * @param rootUrl The root url to use to load external dependencies like texture
  17345. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17346. * @returns the Parsed particle system
  17347. */
  17348. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17349. }
  17350. }
  17351. declare module BABYLON {
  17352. /**
  17353. * A particle represents one of the element emitted by a particle system.
  17354. * This is mainly define by its coordinates, direction, velocity and age.
  17355. */
  17356. export class Particle {
  17357. /**
  17358. * The particle system the particle belongs to.
  17359. */
  17360. particleSystem: ParticleSystem;
  17361. private static _Count;
  17362. /**
  17363. * Unique ID of the particle
  17364. */
  17365. id: number;
  17366. /**
  17367. * The world position of the particle in the scene.
  17368. */
  17369. position: Vector3;
  17370. /**
  17371. * The world direction of the particle in the scene.
  17372. */
  17373. direction: Vector3;
  17374. /**
  17375. * The color of the particle.
  17376. */
  17377. color: Color4;
  17378. /**
  17379. * The color change of the particle per step.
  17380. */
  17381. colorStep: Color4;
  17382. /**
  17383. * Defines how long will the life of the particle be.
  17384. */
  17385. lifeTime: number;
  17386. /**
  17387. * The current age of the particle.
  17388. */
  17389. age: number;
  17390. /**
  17391. * The current size of the particle.
  17392. */
  17393. size: number;
  17394. /**
  17395. * The current scale of the particle.
  17396. */
  17397. scale: Vector2;
  17398. /**
  17399. * The current angle of the particle.
  17400. */
  17401. angle: number;
  17402. /**
  17403. * Defines how fast is the angle changing.
  17404. */
  17405. angularSpeed: number;
  17406. /**
  17407. * Defines the cell index used by the particle to be rendered from a sprite.
  17408. */
  17409. cellIndex: number;
  17410. /**
  17411. * The information required to support color remapping
  17412. */
  17413. remapData: Vector4;
  17414. /** @hidden */
  17415. _randomCellOffset?: number;
  17416. /** @hidden */
  17417. _initialDirection: Nullable<Vector3>;
  17418. /** @hidden */
  17419. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17420. /** @hidden */
  17421. _initialStartSpriteCellID: number;
  17422. /** @hidden */
  17423. _initialEndSpriteCellID: number;
  17424. /** @hidden */
  17425. _currentColorGradient: Nullable<ColorGradient>;
  17426. /** @hidden */
  17427. _currentColor1: Color4;
  17428. /** @hidden */
  17429. _currentColor2: Color4;
  17430. /** @hidden */
  17431. _currentSizeGradient: Nullable<FactorGradient>;
  17432. /** @hidden */
  17433. _currentSize1: number;
  17434. /** @hidden */
  17435. _currentSize2: number;
  17436. /** @hidden */
  17437. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17438. /** @hidden */
  17439. _currentAngularSpeed1: number;
  17440. /** @hidden */
  17441. _currentAngularSpeed2: number;
  17442. /** @hidden */
  17443. _currentVelocityGradient: Nullable<FactorGradient>;
  17444. /** @hidden */
  17445. _currentVelocity1: number;
  17446. /** @hidden */
  17447. _currentVelocity2: number;
  17448. /** @hidden */
  17449. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17450. /** @hidden */
  17451. _currentLimitVelocity1: number;
  17452. /** @hidden */
  17453. _currentLimitVelocity2: number;
  17454. /** @hidden */
  17455. _currentDragGradient: Nullable<FactorGradient>;
  17456. /** @hidden */
  17457. _currentDrag1: number;
  17458. /** @hidden */
  17459. _currentDrag2: number;
  17460. /** @hidden */
  17461. _randomNoiseCoordinates1: Vector3;
  17462. /** @hidden */
  17463. _randomNoiseCoordinates2: Vector3;
  17464. /**
  17465. * Creates a new instance Particle
  17466. * @param particleSystem the particle system the particle belongs to
  17467. */
  17468. constructor(
  17469. /**
  17470. * The particle system the particle belongs to.
  17471. */
  17472. particleSystem: ParticleSystem);
  17473. private updateCellInfoFromSystem;
  17474. /**
  17475. * Defines how the sprite cell index is updated for the particle
  17476. */
  17477. updateCellIndex(): void;
  17478. /** @hidden */
  17479. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17480. /** @hidden */
  17481. _inheritParticleInfoToSubEmitters(): void;
  17482. /** @hidden */
  17483. _reset(): void;
  17484. /**
  17485. * Copy the properties of particle to another one.
  17486. * @param other the particle to copy the information to.
  17487. */
  17488. copyTo(other: Particle): void;
  17489. }
  17490. }
  17491. declare module BABYLON {
  17492. /**
  17493. * Particle emitter represents a volume emitting particles.
  17494. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17495. */
  17496. export interface IParticleEmitterType {
  17497. /**
  17498. * Called by the particle System when the direction is computed for the created particle.
  17499. * @param worldMatrix is the world matrix of the particle system
  17500. * @param directionToUpdate is the direction vector to update with the result
  17501. * @param particle is the particle we are computed the direction for
  17502. */
  17503. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17504. /**
  17505. * Called by the particle System when the position is computed for the created particle.
  17506. * @param worldMatrix is the world matrix of the particle system
  17507. * @param positionToUpdate is the position vector to update with the result
  17508. * @param particle is the particle we are computed the position for
  17509. */
  17510. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17511. /**
  17512. * Clones the current emitter and returns a copy of it
  17513. * @returns the new emitter
  17514. */
  17515. clone(): IParticleEmitterType;
  17516. /**
  17517. * Called by the GPUParticleSystem to setup the update shader
  17518. * @param effect defines the update shader
  17519. */
  17520. applyToShader(effect: Effect): void;
  17521. /**
  17522. * Returns a string to use to update the GPU particles update shader
  17523. * @returns the effect defines string
  17524. */
  17525. getEffectDefines(): string;
  17526. /**
  17527. * Returns a string representing the class name
  17528. * @returns a string containing the class name
  17529. */
  17530. getClassName(): string;
  17531. /**
  17532. * Serializes the particle system to a JSON object.
  17533. * @returns the JSON object
  17534. */
  17535. serialize(): any;
  17536. /**
  17537. * Parse properties from a JSON object
  17538. * @param serializationObject defines the JSON object
  17539. */
  17540. parse(serializationObject: any): void;
  17541. }
  17542. }
  17543. declare module BABYLON {
  17544. /**
  17545. * Particle emitter emitting particles from the inside of a box.
  17546. * It emits the particles randomly between 2 given directions.
  17547. */
  17548. export class BoxParticleEmitter implements IParticleEmitterType {
  17549. /**
  17550. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17551. */
  17552. direction1: Vector3;
  17553. /**
  17554. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17555. */
  17556. direction2: Vector3;
  17557. /**
  17558. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17559. */
  17560. minEmitBox: Vector3;
  17561. /**
  17562. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17563. */
  17564. maxEmitBox: Vector3;
  17565. /**
  17566. * Creates a new instance BoxParticleEmitter
  17567. */
  17568. constructor();
  17569. /**
  17570. * Called by the particle System when the direction is computed for the created particle.
  17571. * @param worldMatrix is the world matrix of the particle system
  17572. * @param directionToUpdate is the direction vector to update with the result
  17573. * @param particle is the particle we are computed the direction for
  17574. */
  17575. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17576. /**
  17577. * Called by the particle System when the position is computed for the created particle.
  17578. * @param worldMatrix is the world matrix of the particle system
  17579. * @param positionToUpdate is the position vector to update with the result
  17580. * @param particle is the particle we are computed the position for
  17581. */
  17582. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17583. /**
  17584. * Clones the current emitter and returns a copy of it
  17585. * @returns the new emitter
  17586. */
  17587. clone(): BoxParticleEmitter;
  17588. /**
  17589. * Called by the GPUParticleSystem to setup the update shader
  17590. * @param effect defines the update shader
  17591. */
  17592. applyToShader(effect: Effect): void;
  17593. /**
  17594. * Returns a string to use to update the GPU particles update shader
  17595. * @returns a string containng the defines string
  17596. */
  17597. getEffectDefines(): string;
  17598. /**
  17599. * Returns the string "BoxParticleEmitter"
  17600. * @returns a string containing the class name
  17601. */
  17602. getClassName(): string;
  17603. /**
  17604. * Serializes the particle system to a JSON object.
  17605. * @returns the JSON object
  17606. */
  17607. serialize(): any;
  17608. /**
  17609. * Parse properties from a JSON object
  17610. * @param serializationObject defines the JSON object
  17611. */
  17612. parse(serializationObject: any): void;
  17613. }
  17614. }
  17615. declare module BABYLON {
  17616. /**
  17617. * Particle emitter emitting particles from the inside of a cone.
  17618. * It emits the particles alongside the cone volume from the base to the particle.
  17619. * The emission direction might be randomized.
  17620. */
  17621. export class ConeParticleEmitter implements IParticleEmitterType {
  17622. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17623. directionRandomizer: number;
  17624. private _radius;
  17625. private _angle;
  17626. private _height;
  17627. /**
  17628. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17629. */
  17630. radiusRange: number;
  17631. /**
  17632. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17633. */
  17634. heightRange: number;
  17635. /**
  17636. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17637. */
  17638. emitFromSpawnPointOnly: boolean;
  17639. /**
  17640. * Gets or sets the radius of the emission cone
  17641. */
  17642. radius: number;
  17643. /**
  17644. * Gets or sets the angle of the emission cone
  17645. */
  17646. angle: number;
  17647. private _buildHeight;
  17648. /**
  17649. * Creates a new instance ConeParticleEmitter
  17650. * @param radius the radius of the emission cone (1 by default)
  17651. * @param angle the cone base angle (PI by default)
  17652. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17653. */
  17654. constructor(radius?: number, angle?: number,
  17655. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17656. directionRandomizer?: number);
  17657. /**
  17658. * Called by the particle System when the direction is computed for the created particle.
  17659. * @param worldMatrix is the world matrix of the particle system
  17660. * @param directionToUpdate is the direction vector to update with the result
  17661. * @param particle is the particle we are computed the direction for
  17662. */
  17663. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17664. /**
  17665. * Called by the particle System when the position is computed for the created particle.
  17666. * @param worldMatrix is the world matrix of the particle system
  17667. * @param positionToUpdate is the position vector to update with the result
  17668. * @param particle is the particle we are computed the position for
  17669. */
  17670. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17671. /**
  17672. * Clones the current emitter and returns a copy of it
  17673. * @returns the new emitter
  17674. */
  17675. clone(): ConeParticleEmitter;
  17676. /**
  17677. * Called by the GPUParticleSystem to setup the update shader
  17678. * @param effect defines the update shader
  17679. */
  17680. applyToShader(effect: Effect): void;
  17681. /**
  17682. * Returns a string to use to update the GPU particles update shader
  17683. * @returns a string containng the defines string
  17684. */
  17685. getEffectDefines(): string;
  17686. /**
  17687. * Returns the string "ConeParticleEmitter"
  17688. * @returns a string containing the class name
  17689. */
  17690. getClassName(): string;
  17691. /**
  17692. * Serializes the particle system to a JSON object.
  17693. * @returns the JSON object
  17694. */
  17695. serialize(): any;
  17696. /**
  17697. * Parse properties from a JSON object
  17698. * @param serializationObject defines the JSON object
  17699. */
  17700. parse(serializationObject: any): void;
  17701. }
  17702. }
  17703. declare module BABYLON {
  17704. /**
  17705. * Particle emitter emitting particles from the inside of a cylinder.
  17706. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17707. */
  17708. export class CylinderParticleEmitter implements IParticleEmitterType {
  17709. /**
  17710. * The radius of the emission cylinder.
  17711. */
  17712. radius: number;
  17713. /**
  17714. * The height of the emission cylinder.
  17715. */
  17716. height: number;
  17717. /**
  17718. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17719. */
  17720. radiusRange: number;
  17721. /**
  17722. * How much to randomize the particle direction [0-1].
  17723. */
  17724. directionRandomizer: number;
  17725. /**
  17726. * Creates a new instance CylinderParticleEmitter
  17727. * @param radius the radius of the emission cylinder (1 by default)
  17728. * @param height the height of the emission cylinder (1 by default)
  17729. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17730. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17731. */
  17732. constructor(
  17733. /**
  17734. * The radius of the emission cylinder.
  17735. */
  17736. radius?: number,
  17737. /**
  17738. * The height of the emission cylinder.
  17739. */
  17740. height?: number,
  17741. /**
  17742. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17743. */
  17744. radiusRange?: number,
  17745. /**
  17746. * How much to randomize the particle direction [0-1].
  17747. */
  17748. directionRandomizer?: number);
  17749. /**
  17750. * Called by the particle System when the direction is computed for the created particle.
  17751. * @param worldMatrix is the world matrix of the particle system
  17752. * @param directionToUpdate is the direction vector to update with the result
  17753. * @param particle is the particle we are computed the direction for
  17754. */
  17755. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17756. /**
  17757. * Called by the particle System when the position is computed for the created particle.
  17758. * @param worldMatrix is the world matrix of the particle system
  17759. * @param positionToUpdate is the position vector to update with the result
  17760. * @param particle is the particle we are computed the position for
  17761. */
  17762. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17763. /**
  17764. * Clones the current emitter and returns a copy of it
  17765. * @returns the new emitter
  17766. */
  17767. clone(): CylinderParticleEmitter;
  17768. /**
  17769. * Called by the GPUParticleSystem to setup the update shader
  17770. * @param effect defines the update shader
  17771. */
  17772. applyToShader(effect: Effect): void;
  17773. /**
  17774. * Returns a string to use to update the GPU particles update shader
  17775. * @returns a string containng the defines string
  17776. */
  17777. getEffectDefines(): string;
  17778. /**
  17779. * Returns the string "CylinderParticleEmitter"
  17780. * @returns a string containing the class name
  17781. */
  17782. getClassName(): string;
  17783. /**
  17784. * Serializes the particle system to a JSON object.
  17785. * @returns the JSON object
  17786. */
  17787. serialize(): any;
  17788. /**
  17789. * Parse properties from a JSON object
  17790. * @param serializationObject defines the JSON object
  17791. */
  17792. parse(serializationObject: any): void;
  17793. }
  17794. /**
  17795. * Particle emitter emitting particles from the inside of a cylinder.
  17796. * It emits the particles randomly between two vectors.
  17797. */
  17798. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  17799. /**
  17800. * The min limit of the emission direction.
  17801. */
  17802. direction1: Vector3;
  17803. /**
  17804. * The max limit of the emission direction.
  17805. */
  17806. direction2: Vector3;
  17807. /**
  17808. * Creates a new instance CylinderDirectedParticleEmitter
  17809. * @param radius the radius of the emission cylinder (1 by default)
  17810. * @param height the height of the emission cylinder (1 by default)
  17811. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17812. * @param direction1 the min limit of the emission direction (up vector by default)
  17813. * @param direction2 the max limit of the emission direction (up vector by default)
  17814. */
  17815. constructor(radius?: number, height?: number, radiusRange?: number,
  17816. /**
  17817. * The min limit of the emission direction.
  17818. */
  17819. direction1?: Vector3,
  17820. /**
  17821. * The max limit of the emission direction.
  17822. */
  17823. direction2?: Vector3);
  17824. /**
  17825. * Called by the particle System when the direction is computed for the created particle.
  17826. * @param worldMatrix is the world matrix of the particle system
  17827. * @param directionToUpdate is the direction vector to update with the result
  17828. * @param particle is the particle we are computed the direction for
  17829. */
  17830. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17831. /**
  17832. * Clones the current emitter and returns a copy of it
  17833. * @returns the new emitter
  17834. */
  17835. clone(): CylinderDirectedParticleEmitter;
  17836. /**
  17837. * Called by the GPUParticleSystem to setup the update shader
  17838. * @param effect defines the update shader
  17839. */
  17840. applyToShader(effect: Effect): void;
  17841. /**
  17842. * Returns a string to use to update the GPU particles update shader
  17843. * @returns a string containng the defines string
  17844. */
  17845. getEffectDefines(): string;
  17846. /**
  17847. * Returns the string "CylinderDirectedParticleEmitter"
  17848. * @returns a string containing the class name
  17849. */
  17850. getClassName(): string;
  17851. /**
  17852. * Serializes the particle system to a JSON object.
  17853. * @returns the JSON object
  17854. */
  17855. serialize(): any;
  17856. /**
  17857. * Parse properties from a JSON object
  17858. * @param serializationObject defines the JSON object
  17859. */
  17860. parse(serializationObject: any): void;
  17861. }
  17862. }
  17863. declare module BABYLON {
  17864. /**
  17865. * Particle emitter emitting particles from the inside of a hemisphere.
  17866. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  17867. */
  17868. export class HemisphericParticleEmitter implements IParticleEmitterType {
  17869. /**
  17870. * The radius of the emission hemisphere.
  17871. */
  17872. radius: number;
  17873. /**
  17874. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17875. */
  17876. radiusRange: number;
  17877. /**
  17878. * How much to randomize the particle direction [0-1].
  17879. */
  17880. directionRandomizer: number;
  17881. /**
  17882. * Creates a new instance HemisphericParticleEmitter
  17883. * @param radius the radius of the emission hemisphere (1 by default)
  17884. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17885. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17886. */
  17887. constructor(
  17888. /**
  17889. * The radius of the emission hemisphere.
  17890. */
  17891. radius?: number,
  17892. /**
  17893. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17894. */
  17895. radiusRange?: number,
  17896. /**
  17897. * How much to randomize the particle direction [0-1].
  17898. */
  17899. directionRandomizer?: number);
  17900. /**
  17901. * Called by the particle System when the direction is computed for the created particle.
  17902. * @param worldMatrix is the world matrix of the particle system
  17903. * @param directionToUpdate is the direction vector to update with the result
  17904. * @param particle is the particle we are computed the direction for
  17905. */
  17906. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17907. /**
  17908. * Called by the particle System when the position is computed for the created particle.
  17909. * @param worldMatrix is the world matrix of the particle system
  17910. * @param positionToUpdate is the position vector to update with the result
  17911. * @param particle is the particle we are computed the position for
  17912. */
  17913. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17914. /**
  17915. * Clones the current emitter and returns a copy of it
  17916. * @returns the new emitter
  17917. */
  17918. clone(): HemisphericParticleEmitter;
  17919. /**
  17920. * Called by the GPUParticleSystem to setup the update shader
  17921. * @param effect defines the update shader
  17922. */
  17923. applyToShader(effect: Effect): void;
  17924. /**
  17925. * Returns a string to use to update the GPU particles update shader
  17926. * @returns a string containng the defines string
  17927. */
  17928. getEffectDefines(): string;
  17929. /**
  17930. * Returns the string "HemisphericParticleEmitter"
  17931. * @returns a string containing the class name
  17932. */
  17933. getClassName(): string;
  17934. /**
  17935. * Serializes the particle system to a JSON object.
  17936. * @returns the JSON object
  17937. */
  17938. serialize(): any;
  17939. /**
  17940. * Parse properties from a JSON object
  17941. * @param serializationObject defines the JSON object
  17942. */
  17943. parse(serializationObject: any): void;
  17944. }
  17945. }
  17946. declare module BABYLON {
  17947. /**
  17948. * Particle emitter emitting particles from a point.
  17949. * It emits the particles randomly between 2 given directions.
  17950. */
  17951. export class PointParticleEmitter implements IParticleEmitterType {
  17952. /**
  17953. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17954. */
  17955. direction1: Vector3;
  17956. /**
  17957. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17958. */
  17959. direction2: Vector3;
  17960. /**
  17961. * Creates a new instance PointParticleEmitter
  17962. */
  17963. constructor();
  17964. /**
  17965. * Called by the particle System when the direction is computed for the created particle.
  17966. * @param worldMatrix is the world matrix of the particle system
  17967. * @param directionToUpdate is the direction vector to update with the result
  17968. * @param particle is the particle we are computed the direction for
  17969. */
  17970. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17971. /**
  17972. * Called by the particle System when the position is computed for the created particle.
  17973. * @param worldMatrix is the world matrix of the particle system
  17974. * @param positionToUpdate is the position vector to update with the result
  17975. * @param particle is the particle we are computed the position for
  17976. */
  17977. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17978. /**
  17979. * Clones the current emitter and returns a copy of it
  17980. * @returns the new emitter
  17981. */
  17982. clone(): PointParticleEmitter;
  17983. /**
  17984. * Called by the GPUParticleSystem to setup the update shader
  17985. * @param effect defines the update shader
  17986. */
  17987. applyToShader(effect: Effect): void;
  17988. /**
  17989. * Returns a string to use to update the GPU particles update shader
  17990. * @returns a string containng the defines string
  17991. */
  17992. getEffectDefines(): string;
  17993. /**
  17994. * Returns the string "PointParticleEmitter"
  17995. * @returns a string containing the class name
  17996. */
  17997. getClassName(): string;
  17998. /**
  17999. * Serializes the particle system to a JSON object.
  18000. * @returns the JSON object
  18001. */
  18002. serialize(): any;
  18003. /**
  18004. * Parse properties from a JSON object
  18005. * @param serializationObject defines the JSON object
  18006. */
  18007. parse(serializationObject: any): void;
  18008. }
  18009. }
  18010. declare module BABYLON {
  18011. /**
  18012. * Particle emitter emitting particles from the inside of a sphere.
  18013. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18014. */
  18015. export class SphereParticleEmitter implements IParticleEmitterType {
  18016. /**
  18017. * The radius of the emission sphere.
  18018. */
  18019. radius: number;
  18020. /**
  18021. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18022. */
  18023. radiusRange: number;
  18024. /**
  18025. * How much to randomize the particle direction [0-1].
  18026. */
  18027. directionRandomizer: number;
  18028. /**
  18029. * Creates a new instance SphereParticleEmitter
  18030. * @param radius the radius of the emission sphere (1 by default)
  18031. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18032. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18033. */
  18034. constructor(
  18035. /**
  18036. * The radius of the emission sphere.
  18037. */
  18038. radius?: number,
  18039. /**
  18040. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18041. */
  18042. radiusRange?: number,
  18043. /**
  18044. * How much to randomize the particle direction [0-1].
  18045. */
  18046. directionRandomizer?: number);
  18047. /**
  18048. * Called by the particle System when the direction is computed for the created particle.
  18049. * @param worldMatrix is the world matrix of the particle system
  18050. * @param directionToUpdate is the direction vector to update with the result
  18051. * @param particle is the particle we are computed the direction for
  18052. */
  18053. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18054. /**
  18055. * Called by the particle System when the position is computed for the created particle.
  18056. * @param worldMatrix is the world matrix of the particle system
  18057. * @param positionToUpdate is the position vector to update with the result
  18058. * @param particle is the particle we are computed the position for
  18059. */
  18060. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18061. /**
  18062. * Clones the current emitter and returns a copy of it
  18063. * @returns the new emitter
  18064. */
  18065. clone(): SphereParticleEmitter;
  18066. /**
  18067. * Called by the GPUParticleSystem to setup the update shader
  18068. * @param effect defines the update shader
  18069. */
  18070. applyToShader(effect: Effect): void;
  18071. /**
  18072. * Returns a string to use to update the GPU particles update shader
  18073. * @returns a string containng the defines string
  18074. */
  18075. getEffectDefines(): string;
  18076. /**
  18077. * Returns the string "SphereParticleEmitter"
  18078. * @returns a string containing the class name
  18079. */
  18080. getClassName(): string;
  18081. /**
  18082. * Serializes the particle system to a JSON object.
  18083. * @returns the JSON object
  18084. */
  18085. serialize(): any;
  18086. /**
  18087. * Parse properties from a JSON object
  18088. * @param serializationObject defines the JSON object
  18089. */
  18090. parse(serializationObject: any): void;
  18091. }
  18092. /**
  18093. * Particle emitter emitting particles from the inside of a sphere.
  18094. * It emits the particles randomly between two vectors.
  18095. */
  18096. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18097. /**
  18098. * The min limit of the emission direction.
  18099. */
  18100. direction1: Vector3;
  18101. /**
  18102. * The max limit of the emission direction.
  18103. */
  18104. direction2: Vector3;
  18105. /**
  18106. * Creates a new instance SphereDirectedParticleEmitter
  18107. * @param radius the radius of the emission sphere (1 by default)
  18108. * @param direction1 the min limit of the emission direction (up vector by default)
  18109. * @param direction2 the max limit of the emission direction (up vector by default)
  18110. */
  18111. constructor(radius?: number,
  18112. /**
  18113. * The min limit of the emission direction.
  18114. */
  18115. direction1?: Vector3,
  18116. /**
  18117. * The max limit of the emission direction.
  18118. */
  18119. direction2?: Vector3);
  18120. /**
  18121. * Called by the particle System when the direction is computed for the created particle.
  18122. * @param worldMatrix is the world matrix of the particle system
  18123. * @param directionToUpdate is the direction vector to update with the result
  18124. * @param particle is the particle we are computed the direction for
  18125. */
  18126. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18127. /**
  18128. * Clones the current emitter and returns a copy of it
  18129. * @returns the new emitter
  18130. */
  18131. clone(): SphereDirectedParticleEmitter;
  18132. /**
  18133. * Called by the GPUParticleSystem to setup the update shader
  18134. * @param effect defines the update shader
  18135. */
  18136. applyToShader(effect: Effect): void;
  18137. /**
  18138. * Returns a string to use to update the GPU particles update shader
  18139. * @returns a string containng the defines string
  18140. */
  18141. getEffectDefines(): string;
  18142. /**
  18143. * Returns the string "SphereDirectedParticleEmitter"
  18144. * @returns a string containing the class name
  18145. */
  18146. getClassName(): string;
  18147. /**
  18148. * Serializes the particle system to a JSON object.
  18149. * @returns the JSON object
  18150. */
  18151. serialize(): any;
  18152. /**
  18153. * Parse properties from a JSON object
  18154. * @param serializationObject defines the JSON object
  18155. */
  18156. parse(serializationObject: any): void;
  18157. }
  18158. }
  18159. declare module BABYLON {
  18160. /**
  18161. * Interface representing a particle system in Babylon.js.
  18162. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18163. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18164. */
  18165. export interface IParticleSystem {
  18166. /**
  18167. * List of animations used by the particle system.
  18168. */
  18169. animations: Animation[];
  18170. /**
  18171. * The id of the Particle system.
  18172. */
  18173. id: string;
  18174. /**
  18175. * The name of the Particle system.
  18176. */
  18177. name: string;
  18178. /**
  18179. * The emitter represents the Mesh or position we are attaching the particle system to.
  18180. */
  18181. emitter: Nullable<AbstractMesh | Vector3>;
  18182. /**
  18183. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18184. */
  18185. isBillboardBased: boolean;
  18186. /**
  18187. * The rendering group used by the Particle system to chose when to render.
  18188. */
  18189. renderingGroupId: number;
  18190. /**
  18191. * The layer mask we are rendering the particles through.
  18192. */
  18193. layerMask: number;
  18194. /**
  18195. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18196. */
  18197. updateSpeed: number;
  18198. /**
  18199. * The amount of time the particle system is running (depends of the overall update speed).
  18200. */
  18201. targetStopDuration: number;
  18202. /**
  18203. * The texture used to render each particle. (this can be a spritesheet)
  18204. */
  18205. particleTexture: Nullable<Texture>;
  18206. /**
  18207. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18208. */
  18209. blendMode: number;
  18210. /**
  18211. * Minimum life time of emitting particles.
  18212. */
  18213. minLifeTime: number;
  18214. /**
  18215. * Maximum life time of emitting particles.
  18216. */
  18217. maxLifeTime: number;
  18218. /**
  18219. * Minimum Size of emitting particles.
  18220. */
  18221. minSize: number;
  18222. /**
  18223. * Maximum Size of emitting particles.
  18224. */
  18225. maxSize: number;
  18226. /**
  18227. * Minimum scale of emitting particles on X axis.
  18228. */
  18229. minScaleX: number;
  18230. /**
  18231. * Maximum scale of emitting particles on X axis.
  18232. */
  18233. maxScaleX: number;
  18234. /**
  18235. * Minimum scale of emitting particles on Y axis.
  18236. */
  18237. minScaleY: number;
  18238. /**
  18239. * Maximum scale of emitting particles on Y axis.
  18240. */
  18241. maxScaleY: number;
  18242. /**
  18243. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18244. */
  18245. color1: Color4;
  18246. /**
  18247. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18248. */
  18249. color2: Color4;
  18250. /**
  18251. * Color the particle will have at the end of its lifetime.
  18252. */
  18253. colorDead: Color4;
  18254. /**
  18255. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18256. */
  18257. emitRate: number;
  18258. /**
  18259. * You can use gravity if you want to give an orientation to your particles.
  18260. */
  18261. gravity: Vector3;
  18262. /**
  18263. * Minimum power of emitting particles.
  18264. */
  18265. minEmitPower: number;
  18266. /**
  18267. * Maximum power of emitting particles.
  18268. */
  18269. maxEmitPower: number;
  18270. /**
  18271. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18272. */
  18273. minAngularSpeed: number;
  18274. /**
  18275. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18276. */
  18277. maxAngularSpeed: number;
  18278. /**
  18279. * Gets or sets the minimal initial rotation in radians.
  18280. */
  18281. minInitialRotation: number;
  18282. /**
  18283. * Gets or sets the maximal initial rotation in radians.
  18284. */
  18285. maxInitialRotation: number;
  18286. /**
  18287. * The particle emitter type defines the emitter used by the particle system.
  18288. * It can be for example box, sphere, or cone...
  18289. */
  18290. particleEmitterType: Nullable<IParticleEmitterType>;
  18291. /**
  18292. * Defines the delay in milliseconds before starting the system (0 by default)
  18293. */
  18294. startDelay: number;
  18295. /**
  18296. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18297. */
  18298. preWarmCycles: number;
  18299. /**
  18300. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18301. */
  18302. preWarmStepOffset: number;
  18303. /**
  18304. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18305. */
  18306. spriteCellChangeSpeed: number;
  18307. /**
  18308. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18309. */
  18310. startSpriteCellID: number;
  18311. /**
  18312. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18313. */
  18314. endSpriteCellID: number;
  18315. /**
  18316. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18317. */
  18318. spriteCellWidth: number;
  18319. /**
  18320. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18321. */
  18322. spriteCellHeight: number;
  18323. /**
  18324. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18325. */
  18326. spriteRandomStartCell: boolean;
  18327. /**
  18328. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18329. */
  18330. isAnimationSheetEnabled: boolean;
  18331. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18332. translationPivot: Vector2;
  18333. /**
  18334. * Gets or sets a texture used to add random noise to particle positions
  18335. */
  18336. noiseTexture: Nullable<BaseTexture>;
  18337. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18338. noiseStrength: Vector3;
  18339. /**
  18340. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18341. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18342. */
  18343. billboardMode: number;
  18344. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18345. limitVelocityDamping: number;
  18346. /**
  18347. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18348. */
  18349. beginAnimationOnStart: boolean;
  18350. /**
  18351. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18352. */
  18353. beginAnimationFrom: number;
  18354. /**
  18355. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18356. */
  18357. beginAnimationTo: number;
  18358. /**
  18359. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18360. */
  18361. beginAnimationLoop: boolean;
  18362. /**
  18363. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18364. */
  18365. disposeOnStop: boolean;
  18366. /**
  18367. * Gets the maximum number of particles active at the same time.
  18368. * @returns The max number of active particles.
  18369. */
  18370. getCapacity(): number;
  18371. /**
  18372. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18373. * @returns True if it has been started, otherwise false.
  18374. */
  18375. isStarted(): boolean;
  18376. /**
  18377. * Animates the particle system for this frame.
  18378. */
  18379. animate(): void;
  18380. /**
  18381. * Renders the particle system in its current state.
  18382. * @returns the current number of particles
  18383. */
  18384. render(): number;
  18385. /**
  18386. * Dispose the particle system and frees its associated resources.
  18387. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18388. */
  18389. dispose(disposeTexture?: boolean): void;
  18390. /**
  18391. * Clones the particle system.
  18392. * @param name The name of the cloned object
  18393. * @param newEmitter The new emitter to use
  18394. * @returns the cloned particle system
  18395. */
  18396. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18397. /**
  18398. * Serializes the particle system to a JSON object.
  18399. * @returns the JSON object
  18400. */
  18401. serialize(): any;
  18402. /**
  18403. * Rebuild the particle system
  18404. */
  18405. rebuild(): void;
  18406. /**
  18407. * Starts the particle system and begins to emit
  18408. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18409. */
  18410. start(delay?: number): void;
  18411. /**
  18412. * Stops the particle system.
  18413. */
  18414. stop(): void;
  18415. /**
  18416. * Remove all active particles
  18417. */
  18418. reset(): void;
  18419. /**
  18420. * Is this system ready to be used/rendered
  18421. * @return true if the system is ready
  18422. */
  18423. isReady(): boolean;
  18424. /**
  18425. * Adds a new color gradient
  18426. * @param gradient defines the gradient to use (between 0 and 1)
  18427. * @param color1 defines the color to affect to the specified gradient
  18428. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18429. * @returns the current particle system
  18430. */
  18431. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18432. /**
  18433. * Remove a specific color gradient
  18434. * @param gradient defines the gradient to remove
  18435. * @returns the current particle system
  18436. */
  18437. removeColorGradient(gradient: number): IParticleSystem;
  18438. /**
  18439. * Adds a new size gradient
  18440. * @param gradient defines the gradient to use (between 0 and 1)
  18441. * @param factor defines the size factor to affect to the specified gradient
  18442. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18443. * @returns the current particle system
  18444. */
  18445. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18446. /**
  18447. * Remove a specific size gradient
  18448. * @param gradient defines the gradient to remove
  18449. * @returns the current particle system
  18450. */
  18451. removeSizeGradient(gradient: number): IParticleSystem;
  18452. /**
  18453. * Gets the current list of color gradients.
  18454. * You must use addColorGradient and removeColorGradient to udpate this list
  18455. * @returns the list of color gradients
  18456. */
  18457. getColorGradients(): Nullable<Array<ColorGradient>>;
  18458. /**
  18459. * Gets the current list of size gradients.
  18460. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18461. * @returns the list of size gradients
  18462. */
  18463. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18464. /**
  18465. * Gets the current list of angular speed gradients.
  18466. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18467. * @returns the list of angular speed gradients
  18468. */
  18469. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18470. /**
  18471. * Adds a new angular speed gradient
  18472. * @param gradient defines the gradient to use (between 0 and 1)
  18473. * @param factor defines the angular speed to affect to the specified gradient
  18474. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18475. * @returns the current particle system
  18476. */
  18477. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18478. /**
  18479. * Remove a specific angular speed gradient
  18480. * @param gradient defines the gradient to remove
  18481. * @returns the current particle system
  18482. */
  18483. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18484. /**
  18485. * Gets the current list of velocity gradients.
  18486. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18487. * @returns the list of velocity gradients
  18488. */
  18489. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18490. /**
  18491. * Adds a new velocity gradient
  18492. * @param gradient defines the gradient to use (between 0 and 1)
  18493. * @param factor defines the velocity to affect to the specified gradient
  18494. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18495. * @returns the current particle system
  18496. */
  18497. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18498. /**
  18499. * Remove a specific velocity gradient
  18500. * @param gradient defines the gradient to remove
  18501. * @returns the current particle system
  18502. */
  18503. removeVelocityGradient(gradient: number): IParticleSystem;
  18504. /**
  18505. * Gets the current list of limit velocity gradients.
  18506. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18507. * @returns the list of limit velocity gradients
  18508. */
  18509. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18510. /**
  18511. * Adds a new limit velocity gradient
  18512. * @param gradient defines the gradient to use (between 0 and 1)
  18513. * @param factor defines the limit velocity to affect to the specified gradient
  18514. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18515. * @returns the current particle system
  18516. */
  18517. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18518. /**
  18519. * Remove a specific limit velocity gradient
  18520. * @param gradient defines the gradient to remove
  18521. * @returns the current particle system
  18522. */
  18523. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18524. /**
  18525. * Adds a new drag gradient
  18526. * @param gradient defines the gradient to use (between 0 and 1)
  18527. * @param factor defines the drag to affect to the specified gradient
  18528. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18529. * @returns the current particle system
  18530. */
  18531. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18532. /**
  18533. * Remove a specific drag gradient
  18534. * @param gradient defines the gradient to remove
  18535. * @returns the current particle system
  18536. */
  18537. removeDragGradient(gradient: number): IParticleSystem;
  18538. /**
  18539. * Gets the current list of drag gradients.
  18540. * You must use addDragGradient and removeDragGradient to udpate this list
  18541. * @returns the list of drag gradients
  18542. */
  18543. getDragGradients(): Nullable<Array<FactorGradient>>;
  18544. /**
  18545. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18546. * @param gradient defines the gradient to use (between 0 and 1)
  18547. * @param factor defines the emit rate to affect to the specified gradient
  18548. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18549. * @returns the current particle system
  18550. */
  18551. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18552. /**
  18553. * Remove a specific emit rate gradient
  18554. * @param gradient defines the gradient to remove
  18555. * @returns the current particle system
  18556. */
  18557. removeEmitRateGradient(gradient: number): IParticleSystem;
  18558. /**
  18559. * Gets the current list of emit rate gradients.
  18560. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18561. * @returns the list of emit rate gradients
  18562. */
  18563. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18564. /**
  18565. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18566. * @param gradient defines the gradient to use (between 0 and 1)
  18567. * @param factor defines the start size to affect to the specified gradient
  18568. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18569. * @returns the current particle system
  18570. */
  18571. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18572. /**
  18573. * Remove a specific start size gradient
  18574. * @param gradient defines the gradient to remove
  18575. * @returns the current particle system
  18576. */
  18577. removeStartSizeGradient(gradient: number): IParticleSystem;
  18578. /**
  18579. * Gets the current list of start size gradients.
  18580. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18581. * @returns the list of start size gradients
  18582. */
  18583. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18584. /**
  18585. * Adds a new life time gradient
  18586. * @param gradient defines the gradient to use (between 0 and 1)
  18587. * @param factor defines the life time factor to affect to the specified gradient
  18588. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18589. * @returns the current particle system
  18590. */
  18591. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18592. /**
  18593. * Remove a specific life time gradient
  18594. * @param gradient defines the gradient to remove
  18595. * @returns the current particle system
  18596. */
  18597. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18598. /**
  18599. * Gets the current list of life time gradients.
  18600. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18601. * @returns the list of life time gradients
  18602. */
  18603. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18604. /**
  18605. * Gets the current list of color gradients.
  18606. * You must use addColorGradient and removeColorGradient to udpate this list
  18607. * @returns the list of color gradients
  18608. */
  18609. getColorGradients(): Nullable<Array<ColorGradient>>;
  18610. /**
  18611. * Adds a new ramp gradient used to remap particle colors
  18612. * @param gradient defines the gradient to use (between 0 and 1)
  18613. * @param color defines the color to affect to the specified gradient
  18614. * @returns the current particle system
  18615. */
  18616. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18617. /**
  18618. * Gets the current list of ramp gradients.
  18619. * You must use addRampGradient and removeRampGradient to udpate this list
  18620. * @returns the list of ramp gradients
  18621. */
  18622. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18623. /** Gets or sets a boolean indicating that ramp gradients must be used
  18624. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18625. */
  18626. useRampGradients: boolean;
  18627. /**
  18628. * Adds a new color remap gradient
  18629. * @param gradient defines the gradient to use (between 0 and 1)
  18630. * @param min defines the color remap minimal range
  18631. * @param max defines the color remap maximal range
  18632. * @returns the current particle system
  18633. */
  18634. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18635. /**
  18636. * Gets the current list of color remap gradients.
  18637. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18638. * @returns the list of color remap gradients
  18639. */
  18640. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18641. /**
  18642. * Adds a new alpha remap gradient
  18643. * @param gradient defines the gradient to use (between 0 and 1)
  18644. * @param min defines the alpha remap minimal range
  18645. * @param max defines the alpha remap maximal range
  18646. * @returns the current particle system
  18647. */
  18648. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18649. /**
  18650. * Gets the current list of alpha remap gradients.
  18651. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18652. * @returns the list of alpha remap gradients
  18653. */
  18654. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18655. /**
  18656. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18657. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18658. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18659. * @returns the emitter
  18660. */
  18661. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18662. /**
  18663. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18664. * @param radius The radius of the hemisphere to emit from
  18665. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18666. * @returns the emitter
  18667. */
  18668. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18669. /**
  18670. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18671. * @param radius The radius of the sphere to emit from
  18672. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18673. * @returns the emitter
  18674. */
  18675. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18676. /**
  18677. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18678. * @param radius The radius of the sphere to emit from
  18679. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18680. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18681. * @returns the emitter
  18682. */
  18683. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18684. /**
  18685. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18686. * @param radius The radius of the emission cylinder
  18687. * @param height The height of the emission cylinder
  18688. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18689. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18690. * @returns the emitter
  18691. */
  18692. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18693. /**
  18694. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18695. * @param radius The radius of the cylinder to emit from
  18696. * @param height The height of the emission cylinder
  18697. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18698. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18699. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18700. * @returns the emitter
  18701. */
  18702. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18703. /**
  18704. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18705. * @param radius The radius of the cone to emit from
  18706. * @param angle The base angle of the cone
  18707. * @returns the emitter
  18708. */
  18709. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18710. /**
  18711. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18712. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18713. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18714. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18715. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18716. * @returns the emitter
  18717. */
  18718. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18719. /**
  18720. * Get hosting scene
  18721. * @returns the scene
  18722. */
  18723. getScene(): Scene;
  18724. }
  18725. }
  18726. declare module BABYLON {
  18727. /**
  18728. * Creates an instance based on a source mesh.
  18729. */
  18730. export class InstancedMesh extends AbstractMesh {
  18731. private _sourceMesh;
  18732. private _currentLOD;
  18733. /** @hidden */
  18734. _indexInSourceMeshInstanceArray: number;
  18735. constructor(name: string, source: Mesh);
  18736. /**
  18737. * Returns the string "InstancedMesh".
  18738. */
  18739. getClassName(): string;
  18740. /** Gets the list of lights affecting that mesh */
  18741. readonly lightSources: Light[];
  18742. _resyncLightSources(): void;
  18743. _resyncLighSource(light: Light): void;
  18744. _removeLightSource(light: Light, dispose: boolean): void;
  18745. /**
  18746. * If the source mesh receives shadows
  18747. */
  18748. readonly receiveShadows: boolean;
  18749. /**
  18750. * The material of the source mesh
  18751. */
  18752. readonly material: Nullable<Material>;
  18753. /**
  18754. * Visibility of the source mesh
  18755. */
  18756. readonly visibility: number;
  18757. /**
  18758. * Skeleton of the source mesh
  18759. */
  18760. readonly skeleton: Nullable<Skeleton>;
  18761. /**
  18762. * Rendering ground id of the source mesh
  18763. */
  18764. renderingGroupId: number;
  18765. /**
  18766. * Returns the total number of vertices (integer).
  18767. */
  18768. getTotalVertices(): number;
  18769. /**
  18770. * Returns a positive integer : the total number of indices in this mesh geometry.
  18771. * @returns the numner of indices or zero if the mesh has no geometry.
  18772. */
  18773. getTotalIndices(): number;
  18774. /**
  18775. * The source mesh of the instance
  18776. */
  18777. readonly sourceMesh: Mesh;
  18778. /**
  18779. * Is this node ready to be used/rendered
  18780. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18781. * @return {boolean} is it ready
  18782. */
  18783. isReady(completeCheck?: boolean): boolean;
  18784. /**
  18785. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  18786. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  18787. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  18788. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  18789. */
  18790. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  18791. /**
  18792. * Sets the vertex data of the mesh geometry for the requested `kind`.
  18793. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  18794. * The `data` are either a numeric array either a Float32Array.
  18795. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  18796. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  18797. * Note that a new underlying VertexBuffer object is created each call.
  18798. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  18799. *
  18800. * Possible `kind` values :
  18801. * - VertexBuffer.PositionKind
  18802. * - VertexBuffer.UVKind
  18803. * - VertexBuffer.UV2Kind
  18804. * - VertexBuffer.UV3Kind
  18805. * - VertexBuffer.UV4Kind
  18806. * - VertexBuffer.UV5Kind
  18807. * - VertexBuffer.UV6Kind
  18808. * - VertexBuffer.ColorKind
  18809. * - VertexBuffer.MatricesIndicesKind
  18810. * - VertexBuffer.MatricesIndicesExtraKind
  18811. * - VertexBuffer.MatricesWeightsKind
  18812. * - VertexBuffer.MatricesWeightsExtraKind
  18813. *
  18814. * Returns the Mesh.
  18815. */
  18816. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  18817. /**
  18818. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  18819. * If the mesh has no geometry, it is simply returned as it is.
  18820. * The `data` are either a numeric array either a Float32Array.
  18821. * No new underlying VertexBuffer object is created.
  18822. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  18823. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  18824. *
  18825. * Possible `kind` values :
  18826. * - VertexBuffer.PositionKind
  18827. * - VertexBuffer.UVKind
  18828. * - VertexBuffer.UV2Kind
  18829. * - VertexBuffer.UV3Kind
  18830. * - VertexBuffer.UV4Kind
  18831. * - VertexBuffer.UV5Kind
  18832. * - VertexBuffer.UV6Kind
  18833. * - VertexBuffer.ColorKind
  18834. * - VertexBuffer.MatricesIndicesKind
  18835. * - VertexBuffer.MatricesIndicesExtraKind
  18836. * - VertexBuffer.MatricesWeightsKind
  18837. * - VertexBuffer.MatricesWeightsExtraKind
  18838. *
  18839. * Returns the Mesh.
  18840. */
  18841. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  18842. /**
  18843. * Sets the mesh indices.
  18844. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  18845. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  18846. * This method creates a new index buffer each call.
  18847. * Returns the Mesh.
  18848. */
  18849. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  18850. /**
  18851. * Boolean : True if the mesh owns the requested kind of data.
  18852. */
  18853. isVerticesDataPresent(kind: string): boolean;
  18854. /**
  18855. * Returns an array of indices (IndicesArray).
  18856. */
  18857. getIndices(): Nullable<IndicesArray>;
  18858. readonly _positions: Nullable<Vector3[]>;
  18859. /**
  18860. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  18861. * This means the mesh underlying bounding box and sphere are recomputed.
  18862. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  18863. * @returns the current mesh
  18864. */
  18865. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  18866. /** @hidden */
  18867. _preActivate(): InstancedMesh;
  18868. /** @hidden */
  18869. _activate(renderId: number, intermediateRendering: boolean): boolean;
  18870. /** @hidden */
  18871. _postActivate(): void;
  18872. getWorldMatrix(): Matrix;
  18873. readonly isAnInstance: boolean;
  18874. /**
  18875. * Returns the current associated LOD AbstractMesh.
  18876. */
  18877. getLOD(camera: Camera): AbstractMesh;
  18878. /** @hidden */
  18879. _syncSubMeshes(): InstancedMesh;
  18880. /** @hidden */
  18881. _generatePointsArray(): boolean;
  18882. /**
  18883. * Creates a new InstancedMesh from the current mesh.
  18884. * - name (string) : the cloned mesh name
  18885. * - newParent (optional Node) : the optional Node to parent the clone to.
  18886. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  18887. *
  18888. * Returns the clone.
  18889. */
  18890. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  18891. /**
  18892. * Disposes the InstancedMesh.
  18893. * Returns nothing.
  18894. */
  18895. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  18896. }
  18897. }
  18898. declare module BABYLON {
  18899. /**
  18900. * Defines the options associated with the creation of a shader material.
  18901. */
  18902. export interface IShaderMaterialOptions {
  18903. /**
  18904. * Does the material work in alpha blend mode
  18905. */
  18906. needAlphaBlending: boolean;
  18907. /**
  18908. * Does the material work in alpha test mode
  18909. */
  18910. needAlphaTesting: boolean;
  18911. /**
  18912. * The list of attribute names used in the shader
  18913. */
  18914. attributes: string[];
  18915. /**
  18916. * The list of unifrom names used in the shader
  18917. */
  18918. uniforms: string[];
  18919. /**
  18920. * The list of UBO names used in the shader
  18921. */
  18922. uniformBuffers: string[];
  18923. /**
  18924. * The list of sampler names used in the shader
  18925. */
  18926. samplers: string[];
  18927. /**
  18928. * The list of defines used in the shader
  18929. */
  18930. defines: string[];
  18931. }
  18932. /**
  18933. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  18934. *
  18935. * This returned material effects how the mesh will look based on the code in the shaders.
  18936. *
  18937. * @see http://doc.babylonjs.com/how_to/shader_material
  18938. */
  18939. export class ShaderMaterial extends Material {
  18940. private _shaderPath;
  18941. private _options;
  18942. private _textures;
  18943. private _textureArrays;
  18944. private _floats;
  18945. private _ints;
  18946. private _floatsArrays;
  18947. private _colors3;
  18948. private _colors3Arrays;
  18949. private _colors4;
  18950. private _colors4Arrays;
  18951. private _vectors2;
  18952. private _vectors3;
  18953. private _vectors4;
  18954. private _matrices;
  18955. private _matrices3x3;
  18956. private _matrices2x2;
  18957. private _vectors2Arrays;
  18958. private _vectors3Arrays;
  18959. private _vectors4Arrays;
  18960. private _cachedWorldViewMatrix;
  18961. private _cachedWorldViewProjectionMatrix;
  18962. private _renderId;
  18963. /**
  18964. * Instantiate a new shader material.
  18965. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  18966. * This returned material effects how the mesh will look based on the code in the shaders.
  18967. * @see http://doc.babylonjs.com/how_to/shader_material
  18968. * @param name Define the name of the material in the scene
  18969. * @param scene Define the scene the material belongs to
  18970. * @param shaderPath Defines the route to the shader code in one of three ways:
  18971. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  18972. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  18973. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  18974. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  18975. * @param options Define the options used to create the shader
  18976. */
  18977. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  18978. /**
  18979. * Gets the options used to compile the shader.
  18980. * They can be modified to trigger a new compilation
  18981. */
  18982. readonly options: IShaderMaterialOptions;
  18983. /**
  18984. * Gets the current class name of the material e.g. "ShaderMaterial"
  18985. * Mainly use in serialization.
  18986. * @returns the class name
  18987. */
  18988. getClassName(): string;
  18989. /**
  18990. * Specifies if the material will require alpha blending
  18991. * @returns a boolean specifying if alpha blending is needed
  18992. */
  18993. needAlphaBlending(): boolean;
  18994. /**
  18995. * Specifies if this material should be rendered in alpha test mode
  18996. * @returns a boolean specifying if an alpha test is needed.
  18997. */
  18998. needAlphaTesting(): boolean;
  18999. private _checkUniform;
  19000. /**
  19001. * Set a texture in the shader.
  19002. * @param name Define the name of the uniform samplers as defined in the shader
  19003. * @param texture Define the texture to bind to this sampler
  19004. * @return the material itself allowing "fluent" like uniform updates
  19005. */
  19006. setTexture(name: string, texture: Texture): ShaderMaterial;
  19007. /**
  19008. * Set a texture array in the shader.
  19009. * @param name Define the name of the uniform sampler array as defined in the shader
  19010. * @param textures Define the list of textures to bind to this sampler
  19011. * @return the material itself allowing "fluent" like uniform updates
  19012. */
  19013. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19014. /**
  19015. * Set a float in the shader.
  19016. * @param name Define the name of the uniform as defined in the shader
  19017. * @param value Define the value to give to the uniform
  19018. * @return the material itself allowing "fluent" like uniform updates
  19019. */
  19020. setFloat(name: string, value: number): ShaderMaterial;
  19021. /**
  19022. * Set a int in the shader.
  19023. * @param name Define the name of the uniform as defined in the shader
  19024. * @param value Define the value to give to the uniform
  19025. * @return the material itself allowing "fluent" like uniform updates
  19026. */
  19027. setInt(name: string, value: number): ShaderMaterial;
  19028. /**
  19029. * Set an array of floats in the shader.
  19030. * @param name Define the name of the uniform as defined in the shader
  19031. * @param value Define the value to give to the uniform
  19032. * @return the material itself allowing "fluent" like uniform updates
  19033. */
  19034. setFloats(name: string, value: number[]): ShaderMaterial;
  19035. /**
  19036. * Set a vec3 in the shader from a Color3.
  19037. * @param name Define the name of the uniform as defined in the shader
  19038. * @param value Define the value to give to the uniform
  19039. * @return the material itself allowing "fluent" like uniform updates
  19040. */
  19041. setColor3(name: string, value: Color3): ShaderMaterial;
  19042. /**
  19043. * Set a vec3 array in the shader from a Color3 array.
  19044. * @param name Define the name of the uniform as defined in the shader
  19045. * @param value Define the value to give to the uniform
  19046. * @return the material itself allowing "fluent" like uniform updates
  19047. */
  19048. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19049. /**
  19050. * Set a vec4 in the shader from a Color4.
  19051. * @param name Define the name of the uniform as defined in the shader
  19052. * @param value Define the value to give to the uniform
  19053. * @return the material itself allowing "fluent" like uniform updates
  19054. */
  19055. setColor4(name: string, value: Color4): ShaderMaterial;
  19056. /**
  19057. * Set a vec4 array in the shader from a Color4 array.
  19058. * @param name Define the name of the uniform as defined in the shader
  19059. * @param value Define the value to give to the uniform
  19060. * @return the material itself allowing "fluent" like uniform updates
  19061. */
  19062. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19063. /**
  19064. * Set a vec2 in the shader from a Vector2.
  19065. * @param name Define the name of the uniform as defined in the shader
  19066. * @param value Define the value to give to the uniform
  19067. * @return the material itself allowing "fluent" like uniform updates
  19068. */
  19069. setVector2(name: string, value: Vector2): ShaderMaterial;
  19070. /**
  19071. * Set a vec3 in the shader from a Vector3.
  19072. * @param name Define the name of the uniform as defined in the shader
  19073. * @param value Define the value to give to the uniform
  19074. * @return the material itself allowing "fluent" like uniform updates
  19075. */
  19076. setVector3(name: string, value: Vector3): ShaderMaterial;
  19077. /**
  19078. * Set a vec4 in the shader from a Vector4.
  19079. * @param name Define the name of the uniform as defined in the shader
  19080. * @param value Define the value to give to the uniform
  19081. * @return the material itself allowing "fluent" like uniform updates
  19082. */
  19083. setVector4(name: string, value: Vector4): ShaderMaterial;
  19084. /**
  19085. * Set a mat4 in the shader from a Matrix.
  19086. * @param name Define the name of the uniform as defined in the shader
  19087. * @param value Define the value to give to the uniform
  19088. * @return the material itself allowing "fluent" like uniform updates
  19089. */
  19090. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19091. /**
  19092. * Set a mat3 in the shader from a Float32Array.
  19093. * @param name Define the name of the uniform as defined in the shader
  19094. * @param value Define the value to give to the uniform
  19095. * @return the material itself allowing "fluent" like uniform updates
  19096. */
  19097. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19098. /**
  19099. * Set a mat2 in the shader from a Float32Array.
  19100. * @param name Define the name of the uniform as defined in the shader
  19101. * @param value Define the value to give to the uniform
  19102. * @return the material itself allowing "fluent" like uniform updates
  19103. */
  19104. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19105. /**
  19106. * Set a vec2 array in the shader from a number array.
  19107. * @param name Define the name of the uniform as defined in the shader
  19108. * @param value Define the value to give to the uniform
  19109. * @return the material itself allowing "fluent" like uniform updates
  19110. */
  19111. setArray2(name: string, value: number[]): ShaderMaterial;
  19112. /**
  19113. * Set a vec3 array in the shader from a number array.
  19114. * @param name Define the name of the uniform as defined in the shader
  19115. * @param value Define the value to give to the uniform
  19116. * @return the material itself allowing "fluent" like uniform updates
  19117. */
  19118. setArray3(name: string, value: number[]): ShaderMaterial;
  19119. /**
  19120. * Set a vec4 array in the shader from a number array.
  19121. * @param name Define the name of the uniform as defined in the shader
  19122. * @param value Define the value to give to the uniform
  19123. * @return the material itself allowing "fluent" like uniform updates
  19124. */
  19125. setArray4(name: string, value: number[]): ShaderMaterial;
  19126. private _checkCache;
  19127. /**
  19128. * Specifies that the submesh is ready to be used
  19129. * @param mesh defines the mesh to check
  19130. * @param subMesh defines which submesh to check
  19131. * @param useInstances specifies that instances should be used
  19132. * @returns a boolean indicating that the submesh is ready or not
  19133. */
  19134. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19135. /**
  19136. * Checks if the material is ready to render the requested mesh
  19137. * @param mesh Define the mesh to render
  19138. * @param useInstances Define whether or not the material is used with instances
  19139. * @returns true if ready, otherwise false
  19140. */
  19141. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19142. /**
  19143. * Binds the world matrix to the material
  19144. * @param world defines the world transformation matrix
  19145. */
  19146. bindOnlyWorldMatrix(world: Matrix): void;
  19147. /**
  19148. * Binds the material to the mesh
  19149. * @param world defines the world transformation matrix
  19150. * @param mesh defines the mesh to bind the material to
  19151. */
  19152. bind(world: Matrix, mesh?: Mesh): void;
  19153. /**
  19154. * Gets the active textures from the material
  19155. * @returns an array of textures
  19156. */
  19157. getActiveTextures(): BaseTexture[];
  19158. /**
  19159. * Specifies if the material uses a texture
  19160. * @param texture defines the texture to check against the material
  19161. * @returns a boolean specifying if the material uses the texture
  19162. */
  19163. hasTexture(texture: BaseTexture): boolean;
  19164. /**
  19165. * Makes a duplicate of the material, and gives it a new name
  19166. * @param name defines the new name for the duplicated material
  19167. * @returns the cloned material
  19168. */
  19169. clone(name: string): ShaderMaterial;
  19170. /**
  19171. * Disposes the material
  19172. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19173. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19174. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19175. */
  19176. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19177. /**
  19178. * Serializes this material in a JSON representation
  19179. * @returns the serialized material object
  19180. */
  19181. serialize(): any;
  19182. /**
  19183. * Creates a shader material from parsed shader material data
  19184. * @param source defines the JSON represnetation of the material
  19185. * @param scene defines the hosting scene
  19186. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19187. * @returns a new material
  19188. */
  19189. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19190. }
  19191. }
  19192. declare module BABYLON {
  19193. /** @hidden */
  19194. export var colorPixelShader: {
  19195. name: string;
  19196. shader: string;
  19197. };
  19198. }
  19199. declare module BABYLON {
  19200. /** @hidden */
  19201. export var colorVertexShader: {
  19202. name: string;
  19203. shader: string;
  19204. };
  19205. }
  19206. declare module BABYLON {
  19207. /**
  19208. * Line mesh
  19209. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19210. */
  19211. export class LinesMesh extends Mesh {
  19212. /**
  19213. * If vertex color should be applied to the mesh
  19214. */
  19215. readonly useVertexColor?: boolean | undefined;
  19216. /**
  19217. * If vertex alpha should be applied to the mesh
  19218. */
  19219. readonly useVertexAlpha?: boolean | undefined;
  19220. /**
  19221. * Color of the line (Default: White)
  19222. */
  19223. color: Color3;
  19224. /**
  19225. * Alpha of the line (Default: 1)
  19226. */
  19227. alpha: number;
  19228. /**
  19229. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19230. * This margin is expressed in world space coordinates, so its value may vary.
  19231. * Default value is 0.1
  19232. */
  19233. intersectionThreshold: number;
  19234. private _colorShader;
  19235. private color4;
  19236. /**
  19237. * Creates a new LinesMesh
  19238. * @param name defines the name
  19239. * @param scene defines the hosting scene
  19240. * @param parent defines the parent mesh if any
  19241. * @param source defines the optional source LinesMesh used to clone data from
  19242. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19243. * When false, achieved by calling a clone(), also passing False.
  19244. * This will make creation of children, recursive.
  19245. * @param useVertexColor defines if this LinesMesh supports vertex color
  19246. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19247. */
  19248. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19249. /**
  19250. * If vertex color should be applied to the mesh
  19251. */
  19252. useVertexColor?: boolean | undefined,
  19253. /**
  19254. * If vertex alpha should be applied to the mesh
  19255. */
  19256. useVertexAlpha?: boolean | undefined);
  19257. private _addClipPlaneDefine;
  19258. private _removeClipPlaneDefine;
  19259. isReady(): boolean;
  19260. /**
  19261. * Returns the string "LineMesh"
  19262. */
  19263. getClassName(): string;
  19264. /**
  19265. * @hidden
  19266. */
  19267. /**
  19268. * @hidden
  19269. */
  19270. material: Material;
  19271. /**
  19272. * @hidden
  19273. */
  19274. readonly checkCollisions: boolean;
  19275. /** @hidden */
  19276. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19277. /** @hidden */
  19278. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19279. /**
  19280. * Disposes of the line mesh
  19281. * @param doNotRecurse If children should be disposed
  19282. */
  19283. dispose(doNotRecurse?: boolean): void;
  19284. /**
  19285. * Returns a new LineMesh object cloned from the current one.
  19286. */
  19287. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19288. /**
  19289. * Creates a new InstancedLinesMesh object from the mesh model.
  19290. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19291. * @param name defines the name of the new instance
  19292. * @returns a new InstancedLinesMesh
  19293. */
  19294. createInstance(name: string): InstancedLinesMesh;
  19295. }
  19296. /**
  19297. * Creates an instance based on a source LinesMesh
  19298. */
  19299. export class InstancedLinesMesh extends InstancedMesh {
  19300. /**
  19301. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19302. * This margin is expressed in world space coordinates, so its value may vary.
  19303. * Initilized with the intersectionThreshold value of the source LinesMesh
  19304. */
  19305. intersectionThreshold: number;
  19306. constructor(name: string, source: LinesMesh);
  19307. /**
  19308. * Returns the string "InstancedLinesMesh".
  19309. */
  19310. getClassName(): string;
  19311. }
  19312. }
  19313. declare module BABYLON {
  19314. /** @hidden */
  19315. export var linePixelShader: {
  19316. name: string;
  19317. shader: string;
  19318. };
  19319. }
  19320. declare module BABYLON {
  19321. /** @hidden */
  19322. export var lineVertexShader: {
  19323. name: string;
  19324. shader: string;
  19325. };
  19326. }
  19327. declare module BABYLON {
  19328. interface AbstractMesh {
  19329. /**
  19330. * Gets the edgesRenderer associated with the mesh
  19331. */
  19332. edgesRenderer: Nullable<EdgesRenderer>;
  19333. }
  19334. interface LinesMesh {
  19335. /**
  19336. * Enables the edge rendering mode on the mesh.
  19337. * This mode makes the mesh edges visible
  19338. * @param epsilon defines the maximal distance between two angles to detect a face
  19339. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19340. * @returns the currentAbstractMesh
  19341. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19342. */
  19343. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19344. }
  19345. interface InstancedLinesMesh {
  19346. /**
  19347. * Enables the edge rendering mode on the mesh.
  19348. * This mode makes the mesh edges visible
  19349. * @param epsilon defines the maximal distance between two angles to detect a face
  19350. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19351. * @returns the current InstancedLinesMesh
  19352. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19353. */
  19354. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19355. }
  19356. /**
  19357. * Defines the minimum contract an Edges renderer should follow.
  19358. */
  19359. export interface IEdgesRenderer extends IDisposable {
  19360. /**
  19361. * Gets or sets a boolean indicating if the edgesRenderer is active
  19362. */
  19363. isEnabled: boolean;
  19364. /**
  19365. * Renders the edges of the attached mesh,
  19366. */
  19367. render(): void;
  19368. /**
  19369. * Checks wether or not the edges renderer is ready to render.
  19370. * @return true if ready, otherwise false.
  19371. */
  19372. isReady(): boolean;
  19373. }
  19374. /**
  19375. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19376. */
  19377. export class EdgesRenderer implements IEdgesRenderer {
  19378. /**
  19379. * Define the size of the edges with an orthographic camera
  19380. */
  19381. edgesWidthScalerForOrthographic: number;
  19382. /**
  19383. * Define the size of the edges with a perspective camera
  19384. */
  19385. edgesWidthScalerForPerspective: number;
  19386. protected _source: AbstractMesh;
  19387. protected _linesPositions: number[];
  19388. protected _linesNormals: number[];
  19389. protected _linesIndices: number[];
  19390. protected _epsilon: number;
  19391. protected _indicesCount: number;
  19392. protected _lineShader: ShaderMaterial;
  19393. protected _ib: DataBuffer;
  19394. protected _buffers: {
  19395. [key: string]: Nullable<VertexBuffer>;
  19396. };
  19397. protected _checkVerticesInsteadOfIndices: boolean;
  19398. private _meshRebuildObserver;
  19399. private _meshDisposeObserver;
  19400. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19401. isEnabled: boolean;
  19402. /**
  19403. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19404. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19405. * @param source Mesh used to create edges
  19406. * @param epsilon sum of angles in adjacency to check for edge
  19407. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19408. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19409. */
  19410. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19411. protected _prepareRessources(): void;
  19412. /** @hidden */
  19413. _rebuild(): void;
  19414. /**
  19415. * Releases the required resources for the edges renderer
  19416. */
  19417. dispose(): void;
  19418. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19419. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19420. /**
  19421. * Checks if the pair of p0 and p1 is en edge
  19422. * @param faceIndex
  19423. * @param edge
  19424. * @param faceNormals
  19425. * @param p0
  19426. * @param p1
  19427. * @private
  19428. */
  19429. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19430. /**
  19431. * push line into the position, normal and index buffer
  19432. * @protected
  19433. */
  19434. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19435. /**
  19436. * Generates lines edges from adjacencjes
  19437. * @private
  19438. */
  19439. _generateEdgesLines(): void;
  19440. /**
  19441. * Checks wether or not the edges renderer is ready to render.
  19442. * @return true if ready, otherwise false.
  19443. */
  19444. isReady(): boolean;
  19445. /**
  19446. * Renders the edges of the attached mesh,
  19447. */
  19448. render(): void;
  19449. }
  19450. /**
  19451. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19452. */
  19453. export class LineEdgesRenderer extends EdgesRenderer {
  19454. /**
  19455. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19456. * @param source LineMesh used to generate edges
  19457. * @param epsilon not important (specified angle for edge detection)
  19458. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19459. */
  19460. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19461. /**
  19462. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19463. */
  19464. _generateEdgesLines(): void;
  19465. }
  19466. }
  19467. declare module BABYLON {
  19468. /**
  19469. * This represents the object necessary to create a rendering group.
  19470. * This is exclusively used and created by the rendering manager.
  19471. * To modify the behavior, you use the available helpers in your scene or meshes.
  19472. * @hidden
  19473. */
  19474. export class RenderingGroup {
  19475. index: number;
  19476. private static _zeroVector;
  19477. private _scene;
  19478. private _opaqueSubMeshes;
  19479. private _transparentSubMeshes;
  19480. private _alphaTestSubMeshes;
  19481. private _depthOnlySubMeshes;
  19482. private _particleSystems;
  19483. private _spriteManagers;
  19484. private _opaqueSortCompareFn;
  19485. private _alphaTestSortCompareFn;
  19486. private _transparentSortCompareFn;
  19487. private _renderOpaque;
  19488. private _renderAlphaTest;
  19489. private _renderTransparent;
  19490. /** @hidden */
  19491. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19492. onBeforeTransparentRendering: () => void;
  19493. /**
  19494. * Set the opaque sort comparison function.
  19495. * If null the sub meshes will be render in the order they were created
  19496. */
  19497. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19498. /**
  19499. * Set the alpha test sort comparison function.
  19500. * If null the sub meshes will be render in the order they were created
  19501. */
  19502. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19503. /**
  19504. * Set the transparent sort comparison function.
  19505. * If null the sub meshes will be render in the order they were created
  19506. */
  19507. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19508. /**
  19509. * Creates a new rendering group.
  19510. * @param index The rendering group index
  19511. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19512. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19513. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19514. */
  19515. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19516. /**
  19517. * Render all the sub meshes contained in the group.
  19518. * @param customRenderFunction Used to override the default render behaviour of the group.
  19519. * @returns true if rendered some submeshes.
  19520. */
  19521. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19522. /**
  19523. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19524. * @param subMeshes The submeshes to render
  19525. */
  19526. private renderOpaqueSorted;
  19527. /**
  19528. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19529. * @param subMeshes The submeshes to render
  19530. */
  19531. private renderAlphaTestSorted;
  19532. /**
  19533. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19534. * @param subMeshes The submeshes to render
  19535. */
  19536. private renderTransparentSorted;
  19537. /**
  19538. * Renders the submeshes in a specified order.
  19539. * @param subMeshes The submeshes to sort before render
  19540. * @param sortCompareFn The comparison function use to sort
  19541. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19542. * @param transparent Specifies to activate blending if true
  19543. */
  19544. private static renderSorted;
  19545. /**
  19546. * Renders the submeshes in the order they were dispatched (no sort applied).
  19547. * @param subMeshes The submeshes to render
  19548. */
  19549. private static renderUnsorted;
  19550. /**
  19551. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19552. * are rendered back to front if in the same alpha index.
  19553. *
  19554. * @param a The first submesh
  19555. * @param b The second submesh
  19556. * @returns The result of the comparison
  19557. */
  19558. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19559. /**
  19560. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19561. * are rendered back to front.
  19562. *
  19563. * @param a The first submesh
  19564. * @param b The second submesh
  19565. * @returns The result of the comparison
  19566. */
  19567. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19568. /**
  19569. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19570. * are rendered front to back (prevent overdraw).
  19571. *
  19572. * @param a The first submesh
  19573. * @param b The second submesh
  19574. * @returns The result of the comparison
  19575. */
  19576. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19577. /**
  19578. * Resets the different lists of submeshes to prepare a new frame.
  19579. */
  19580. prepare(): void;
  19581. dispose(): void;
  19582. /**
  19583. * Inserts the submesh in its correct queue depending on its material.
  19584. * @param subMesh The submesh to dispatch
  19585. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19586. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19587. */
  19588. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19589. dispatchSprites(spriteManager: ISpriteManager): void;
  19590. dispatchParticles(particleSystem: IParticleSystem): void;
  19591. private _renderParticles;
  19592. private _renderSprites;
  19593. }
  19594. }
  19595. declare module BABYLON {
  19596. /**
  19597. * Interface describing the different options available in the rendering manager
  19598. * regarding Auto Clear between groups.
  19599. */
  19600. export interface IRenderingManagerAutoClearSetup {
  19601. /**
  19602. * Defines whether or not autoclear is enable.
  19603. */
  19604. autoClear: boolean;
  19605. /**
  19606. * Defines whether or not to autoclear the depth buffer.
  19607. */
  19608. depth: boolean;
  19609. /**
  19610. * Defines whether or not to autoclear the stencil buffer.
  19611. */
  19612. stencil: boolean;
  19613. }
  19614. /**
  19615. * This class is used by the onRenderingGroupObservable
  19616. */
  19617. export class RenderingGroupInfo {
  19618. /**
  19619. * The Scene that being rendered
  19620. */
  19621. scene: Scene;
  19622. /**
  19623. * The camera currently used for the rendering pass
  19624. */
  19625. camera: Nullable<Camera>;
  19626. /**
  19627. * The ID of the renderingGroup being processed
  19628. */
  19629. renderingGroupId: number;
  19630. }
  19631. /**
  19632. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19633. * It is enable to manage the different groups as well as the different necessary sort functions.
  19634. * This should not be used directly aside of the few static configurations
  19635. */
  19636. export class RenderingManager {
  19637. /**
  19638. * The max id used for rendering groups (not included)
  19639. */
  19640. static MAX_RENDERINGGROUPS: number;
  19641. /**
  19642. * The min id used for rendering groups (included)
  19643. */
  19644. static MIN_RENDERINGGROUPS: number;
  19645. /**
  19646. * Used to globally prevent autoclearing scenes.
  19647. */
  19648. static AUTOCLEAR: boolean;
  19649. /**
  19650. * @hidden
  19651. */
  19652. _useSceneAutoClearSetup: boolean;
  19653. private _scene;
  19654. private _renderingGroups;
  19655. private _depthStencilBufferAlreadyCleaned;
  19656. private _autoClearDepthStencil;
  19657. private _customOpaqueSortCompareFn;
  19658. private _customAlphaTestSortCompareFn;
  19659. private _customTransparentSortCompareFn;
  19660. private _renderingGroupInfo;
  19661. /**
  19662. * Instantiates a new rendering group for a particular scene
  19663. * @param scene Defines the scene the groups belongs to
  19664. */
  19665. constructor(scene: Scene);
  19666. private _clearDepthStencilBuffer;
  19667. /**
  19668. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  19669. * @hidden
  19670. */
  19671. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  19672. /**
  19673. * Resets the different information of the group to prepare a new frame
  19674. * @hidden
  19675. */
  19676. reset(): void;
  19677. /**
  19678. * Dispose and release the group and its associated resources.
  19679. * @hidden
  19680. */
  19681. dispose(): void;
  19682. /**
  19683. * Clear the info related to rendering groups preventing retention points during dispose.
  19684. */
  19685. freeRenderingGroups(): void;
  19686. private _prepareRenderingGroup;
  19687. /**
  19688. * Add a sprite manager to the rendering manager in order to render it this frame.
  19689. * @param spriteManager Define the sprite manager to render
  19690. */
  19691. dispatchSprites(spriteManager: ISpriteManager): void;
  19692. /**
  19693. * Add a particle system to the rendering manager in order to render it this frame.
  19694. * @param particleSystem Define the particle system to render
  19695. */
  19696. dispatchParticles(particleSystem: IParticleSystem): void;
  19697. /**
  19698. * Add a submesh to the manager in order to render it this frame
  19699. * @param subMesh The submesh to dispatch
  19700. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19701. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19702. */
  19703. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19704. /**
  19705. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  19706. * This allowed control for front to back rendering or reversly depending of the special needs.
  19707. *
  19708. * @param renderingGroupId The rendering group id corresponding to its index
  19709. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  19710. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  19711. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  19712. */
  19713. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  19714. /**
  19715. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  19716. *
  19717. * @param renderingGroupId The rendering group id corresponding to its index
  19718. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  19719. * @param depth Automatically clears depth between groups if true and autoClear is true.
  19720. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  19721. */
  19722. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  19723. /**
  19724. * Gets the current auto clear configuration for one rendering group of the rendering
  19725. * manager.
  19726. * @param index the rendering group index to get the information for
  19727. * @returns The auto clear setup for the requested rendering group
  19728. */
  19729. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  19730. }
  19731. }
  19732. declare module BABYLON {
  19733. /**
  19734. * This Helps creating a texture that will be created from a camera in your scene.
  19735. * It is basically a dynamic texture that could be used to create special effects for instance.
  19736. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  19737. */
  19738. export class RenderTargetTexture extends Texture {
  19739. isCube: boolean;
  19740. /**
  19741. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  19742. */
  19743. static readonly REFRESHRATE_RENDER_ONCE: number;
  19744. /**
  19745. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  19746. */
  19747. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  19748. /**
  19749. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  19750. * the central point of your effect and can save a lot of performances.
  19751. */
  19752. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  19753. /**
  19754. * Use this predicate to dynamically define the list of mesh you want to render.
  19755. * If set, the renderList property will be overwritten.
  19756. */
  19757. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  19758. private _renderList;
  19759. /**
  19760. * Use this list to define the list of mesh you want to render.
  19761. */
  19762. renderList: Nullable<Array<AbstractMesh>>;
  19763. private _hookArray;
  19764. /**
  19765. * Define if particles should be rendered in your texture.
  19766. */
  19767. renderParticles: boolean;
  19768. /**
  19769. * Define if sprites should be rendered in your texture.
  19770. */
  19771. renderSprites: boolean;
  19772. /**
  19773. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  19774. */
  19775. coordinatesMode: number;
  19776. /**
  19777. * Define the camera used to render the texture.
  19778. */
  19779. activeCamera: Nullable<Camera>;
  19780. /**
  19781. * Override the render function of the texture with your own one.
  19782. */
  19783. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  19784. /**
  19785. * Define if camera post processes should be use while rendering the texture.
  19786. */
  19787. useCameraPostProcesses: boolean;
  19788. /**
  19789. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  19790. */
  19791. ignoreCameraViewport: boolean;
  19792. private _postProcessManager;
  19793. private _postProcesses;
  19794. private _resizeObserver;
  19795. /**
  19796. * An event triggered when the texture is unbind.
  19797. */
  19798. onBeforeBindObservable: Observable<RenderTargetTexture>;
  19799. /**
  19800. * An event triggered when the texture is unbind.
  19801. */
  19802. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  19803. private _onAfterUnbindObserver;
  19804. /**
  19805. * Set a after unbind callback in the texture.
  19806. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  19807. */
  19808. onAfterUnbind: () => void;
  19809. /**
  19810. * An event triggered before rendering the texture
  19811. */
  19812. onBeforeRenderObservable: Observable<number>;
  19813. private _onBeforeRenderObserver;
  19814. /**
  19815. * Set a before render callback in the texture.
  19816. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  19817. */
  19818. onBeforeRender: (faceIndex: number) => void;
  19819. /**
  19820. * An event triggered after rendering the texture
  19821. */
  19822. onAfterRenderObservable: Observable<number>;
  19823. private _onAfterRenderObserver;
  19824. /**
  19825. * Set a after render callback in the texture.
  19826. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  19827. */
  19828. onAfterRender: (faceIndex: number) => void;
  19829. /**
  19830. * An event triggered after the texture clear
  19831. */
  19832. onClearObservable: Observable<Engine>;
  19833. private _onClearObserver;
  19834. /**
  19835. * Set a clear callback in the texture.
  19836. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  19837. */
  19838. onClear: (Engine: Engine) => void;
  19839. /**
  19840. * An event triggered when the texture is resized.
  19841. */
  19842. onResizeObservable: Observable<RenderTargetTexture>;
  19843. /**
  19844. * Define the clear color of the Render Target if it should be different from the scene.
  19845. */
  19846. clearColor: Color4;
  19847. protected _size: number | {
  19848. width: number;
  19849. height: number;
  19850. };
  19851. protected _initialSizeParameter: number | {
  19852. width: number;
  19853. height: number;
  19854. } | {
  19855. ratio: number;
  19856. };
  19857. protected _sizeRatio: Nullable<number>;
  19858. /** @hidden */
  19859. _generateMipMaps: boolean;
  19860. protected _renderingManager: RenderingManager;
  19861. /** @hidden */
  19862. _waitingRenderList: string[];
  19863. protected _doNotChangeAspectRatio: boolean;
  19864. protected _currentRefreshId: number;
  19865. protected _refreshRate: number;
  19866. protected _textureMatrix: Matrix;
  19867. protected _samples: number;
  19868. protected _renderTargetOptions: RenderTargetCreationOptions;
  19869. /**
  19870. * Gets render target creation options that were used.
  19871. */
  19872. readonly renderTargetOptions: RenderTargetCreationOptions;
  19873. protected _engine: Engine;
  19874. protected _onRatioRescale(): void;
  19875. /**
  19876. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  19877. * It must define where the camera used to render the texture is set
  19878. */
  19879. boundingBoxPosition: Vector3;
  19880. private _boundingBoxSize;
  19881. /**
  19882. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  19883. * When defined, the cubemap will switch to local mode
  19884. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  19885. * @example https://www.babylonjs-playground.com/#RNASML
  19886. */
  19887. boundingBoxSize: Vector3;
  19888. /**
  19889. * In case the RTT has been created with a depth texture, get the associated
  19890. * depth texture.
  19891. * Otherwise, return null.
  19892. */
  19893. depthStencilTexture: Nullable<InternalTexture>;
  19894. /**
  19895. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  19896. * or used a shadow, depth texture...
  19897. * @param name The friendly name of the texture
  19898. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  19899. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  19900. * @param generateMipMaps True if mip maps need to be generated after render.
  19901. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  19902. * @param type The type of the buffer in the RTT (int, half float, float...)
  19903. * @param isCube True if a cube texture needs to be created
  19904. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  19905. * @param generateDepthBuffer True to generate a depth buffer
  19906. * @param generateStencilBuffer True to generate a stencil buffer
  19907. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  19908. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  19909. * @param delayAllocation if the texture allocation should be delayed (default: false)
  19910. */
  19911. constructor(name: string, size: number | {
  19912. width: number;
  19913. height: number;
  19914. } | {
  19915. ratio: number;
  19916. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  19917. /**
  19918. * Creates a depth stencil texture.
  19919. * This is only available in WebGL 2 or with the depth texture extension available.
  19920. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  19921. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  19922. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  19923. */
  19924. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  19925. private _processSizeParameter;
  19926. /**
  19927. * Define the number of samples to use in case of MSAA.
  19928. * It defaults to one meaning no MSAA has been enabled.
  19929. */
  19930. samples: number;
  19931. /**
  19932. * Resets the refresh counter of the texture and start bak from scratch.
  19933. * Could be useful to regenerate the texture if it is setup to render only once.
  19934. */
  19935. resetRefreshCounter(): void;
  19936. /**
  19937. * Define the refresh rate of the texture or the rendering frequency.
  19938. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  19939. */
  19940. refreshRate: number;
  19941. /**
  19942. * Adds a post process to the render target rendering passes.
  19943. * @param postProcess define the post process to add
  19944. */
  19945. addPostProcess(postProcess: PostProcess): void;
  19946. /**
  19947. * Clear all the post processes attached to the render target
  19948. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  19949. */
  19950. clearPostProcesses(dispose?: boolean): void;
  19951. /**
  19952. * Remove one of the post process from the list of attached post processes to the texture
  19953. * @param postProcess define the post process to remove from the list
  19954. */
  19955. removePostProcess(postProcess: PostProcess): void;
  19956. /** @hidden */
  19957. _shouldRender(): boolean;
  19958. /**
  19959. * Gets the actual render size of the texture.
  19960. * @returns the width of the render size
  19961. */
  19962. getRenderSize(): number;
  19963. /**
  19964. * Gets the actual render width of the texture.
  19965. * @returns the width of the render size
  19966. */
  19967. getRenderWidth(): number;
  19968. /**
  19969. * Gets the actual render height of the texture.
  19970. * @returns the height of the render size
  19971. */
  19972. getRenderHeight(): number;
  19973. /**
  19974. * Get if the texture can be rescaled or not.
  19975. */
  19976. readonly canRescale: boolean;
  19977. /**
  19978. * Resize the texture using a ratio.
  19979. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  19980. */
  19981. scale(ratio: number): void;
  19982. /**
  19983. * Get the texture reflection matrix used to rotate/transform the reflection.
  19984. * @returns the reflection matrix
  19985. */
  19986. getReflectionTextureMatrix(): Matrix;
  19987. /**
  19988. * Resize the texture to a new desired size.
  19989. * Be carrefull as it will recreate all the data in the new texture.
  19990. * @param size Define the new size. It can be:
  19991. * - a number for squared texture,
  19992. * - an object containing { width: number, height: number }
  19993. * - or an object containing a ratio { ratio: number }
  19994. */
  19995. resize(size: number | {
  19996. width: number;
  19997. height: number;
  19998. } | {
  19999. ratio: number;
  20000. }): void;
  20001. /**
  20002. * Renders all the objects from the render list into the texture.
  20003. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20004. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20005. */
  20006. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20007. private _bestReflectionRenderTargetDimension;
  20008. /**
  20009. * @hidden
  20010. * @param faceIndex face index to bind to if this is a cubetexture
  20011. */
  20012. _bindFrameBuffer(faceIndex?: number): void;
  20013. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20014. private renderToTarget;
  20015. /**
  20016. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20017. * This allowed control for front to back rendering or reversly depending of the special needs.
  20018. *
  20019. * @param renderingGroupId The rendering group id corresponding to its index
  20020. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20021. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20022. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20023. */
  20024. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20025. /**
  20026. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20027. *
  20028. * @param renderingGroupId The rendering group id corresponding to its index
  20029. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20030. */
  20031. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20032. /**
  20033. * Clones the texture.
  20034. * @returns the cloned texture
  20035. */
  20036. clone(): RenderTargetTexture;
  20037. /**
  20038. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20039. * @returns The JSON representation of the texture
  20040. */
  20041. serialize(): any;
  20042. /**
  20043. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20044. */
  20045. disposeFramebufferObjects(): void;
  20046. /**
  20047. * Dispose the texture and release its associated resources.
  20048. */
  20049. dispose(): void;
  20050. /** @hidden */
  20051. _rebuild(): void;
  20052. /**
  20053. * Clear the info related to rendering groups preventing retention point in material dispose.
  20054. */
  20055. freeRenderingGroups(): void;
  20056. /**
  20057. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20058. * @returns the view count
  20059. */
  20060. getViewCount(): number;
  20061. }
  20062. }
  20063. declare module BABYLON {
  20064. /**
  20065. * Base class for the main features of a material in Babylon.js
  20066. */
  20067. export class Material implements IAnimatable {
  20068. /**
  20069. * Returns the triangle fill mode
  20070. */
  20071. static readonly TriangleFillMode: number;
  20072. /**
  20073. * Returns the wireframe mode
  20074. */
  20075. static readonly WireFrameFillMode: number;
  20076. /**
  20077. * Returns the point fill mode
  20078. */
  20079. static readonly PointFillMode: number;
  20080. /**
  20081. * Returns the point list draw mode
  20082. */
  20083. static readonly PointListDrawMode: number;
  20084. /**
  20085. * Returns the line list draw mode
  20086. */
  20087. static readonly LineListDrawMode: number;
  20088. /**
  20089. * Returns the line loop draw mode
  20090. */
  20091. static readonly LineLoopDrawMode: number;
  20092. /**
  20093. * Returns the line strip draw mode
  20094. */
  20095. static readonly LineStripDrawMode: number;
  20096. /**
  20097. * Returns the triangle strip draw mode
  20098. */
  20099. static readonly TriangleStripDrawMode: number;
  20100. /**
  20101. * Returns the triangle fan draw mode
  20102. */
  20103. static readonly TriangleFanDrawMode: number;
  20104. /**
  20105. * Stores the clock-wise side orientation
  20106. */
  20107. static readonly ClockWiseSideOrientation: number;
  20108. /**
  20109. * Stores the counter clock-wise side orientation
  20110. */
  20111. static readonly CounterClockWiseSideOrientation: number;
  20112. /**
  20113. * The dirty texture flag value
  20114. */
  20115. static readonly TextureDirtyFlag: number;
  20116. /**
  20117. * The dirty light flag value
  20118. */
  20119. static readonly LightDirtyFlag: number;
  20120. /**
  20121. * The dirty fresnel flag value
  20122. */
  20123. static readonly FresnelDirtyFlag: number;
  20124. /**
  20125. * The dirty attribute flag value
  20126. */
  20127. static readonly AttributesDirtyFlag: number;
  20128. /**
  20129. * The dirty misc flag value
  20130. */
  20131. static readonly MiscDirtyFlag: number;
  20132. /**
  20133. * The all dirty flag value
  20134. */
  20135. static readonly AllDirtyFlag: number;
  20136. /**
  20137. * The ID of the material
  20138. */
  20139. id: string;
  20140. /**
  20141. * Gets or sets the unique id of the material
  20142. */
  20143. uniqueId: number;
  20144. /**
  20145. * The name of the material
  20146. */
  20147. name: string;
  20148. /**
  20149. * Gets or sets user defined metadata
  20150. */
  20151. metadata: any;
  20152. /**
  20153. * For internal use only. Please do not use.
  20154. */
  20155. reservedDataStore: any;
  20156. /**
  20157. * Specifies if the ready state should be checked on each call
  20158. */
  20159. checkReadyOnEveryCall: boolean;
  20160. /**
  20161. * Specifies if the ready state should be checked once
  20162. */
  20163. checkReadyOnlyOnce: boolean;
  20164. /**
  20165. * The state of the material
  20166. */
  20167. state: string;
  20168. /**
  20169. * The alpha value of the material
  20170. */
  20171. protected _alpha: number;
  20172. /**
  20173. * List of inspectable custom properties (used by the Inspector)
  20174. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20175. */
  20176. inspectableCustomProperties: IInspectable[];
  20177. /**
  20178. * Sets the alpha value of the material
  20179. */
  20180. /**
  20181. * Gets the alpha value of the material
  20182. */
  20183. alpha: number;
  20184. /**
  20185. * Specifies if back face culling is enabled
  20186. */
  20187. protected _backFaceCulling: boolean;
  20188. /**
  20189. * Sets the back-face culling state
  20190. */
  20191. /**
  20192. * Gets the back-face culling state
  20193. */
  20194. backFaceCulling: boolean;
  20195. /**
  20196. * Stores the value for side orientation
  20197. */
  20198. sideOrientation: number;
  20199. /**
  20200. * Callback triggered when the material is compiled
  20201. */
  20202. onCompiled: Nullable<(effect: Effect) => void>;
  20203. /**
  20204. * Callback triggered when an error occurs
  20205. */
  20206. onError: Nullable<(effect: Effect, errors: string) => void>;
  20207. /**
  20208. * Callback triggered to get the render target textures
  20209. */
  20210. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20211. /**
  20212. * Gets a boolean indicating that current material needs to register RTT
  20213. */
  20214. readonly hasRenderTargetTextures: boolean;
  20215. /**
  20216. * Specifies if the material should be serialized
  20217. */
  20218. doNotSerialize: boolean;
  20219. /**
  20220. * @hidden
  20221. */
  20222. _storeEffectOnSubMeshes: boolean;
  20223. /**
  20224. * Stores the animations for the material
  20225. */
  20226. animations: Nullable<Array<Animation>>;
  20227. /**
  20228. * An event triggered when the material is disposed
  20229. */
  20230. onDisposeObservable: Observable<Material>;
  20231. /**
  20232. * An observer which watches for dispose events
  20233. */
  20234. private _onDisposeObserver;
  20235. private _onUnBindObservable;
  20236. /**
  20237. * Called during a dispose event
  20238. */
  20239. onDispose: () => void;
  20240. private _onBindObservable;
  20241. /**
  20242. * An event triggered when the material is bound
  20243. */
  20244. readonly onBindObservable: Observable<AbstractMesh>;
  20245. /**
  20246. * An observer which watches for bind events
  20247. */
  20248. private _onBindObserver;
  20249. /**
  20250. * Called during a bind event
  20251. */
  20252. onBind: (Mesh: AbstractMesh) => void;
  20253. /**
  20254. * An event triggered when the material is unbound
  20255. */
  20256. readonly onUnBindObservable: Observable<Material>;
  20257. /**
  20258. * Stores the value of the alpha mode
  20259. */
  20260. private _alphaMode;
  20261. /**
  20262. * Sets the value of the alpha mode.
  20263. *
  20264. * | Value | Type | Description |
  20265. * | --- | --- | --- |
  20266. * | 0 | ALPHA_DISABLE | |
  20267. * | 1 | ALPHA_ADD | |
  20268. * | 2 | ALPHA_COMBINE | |
  20269. * | 3 | ALPHA_SUBTRACT | |
  20270. * | 4 | ALPHA_MULTIPLY | |
  20271. * | 5 | ALPHA_MAXIMIZED | |
  20272. * | 6 | ALPHA_ONEONE | |
  20273. * | 7 | ALPHA_PREMULTIPLIED | |
  20274. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20275. * | 9 | ALPHA_INTERPOLATE | |
  20276. * | 10 | ALPHA_SCREENMODE | |
  20277. *
  20278. */
  20279. /**
  20280. * Gets the value of the alpha mode
  20281. */
  20282. alphaMode: number;
  20283. /**
  20284. * Stores the state of the need depth pre-pass value
  20285. */
  20286. private _needDepthPrePass;
  20287. /**
  20288. * Sets the need depth pre-pass value
  20289. */
  20290. /**
  20291. * Gets the depth pre-pass value
  20292. */
  20293. needDepthPrePass: boolean;
  20294. /**
  20295. * Specifies if depth writing should be disabled
  20296. */
  20297. disableDepthWrite: boolean;
  20298. /**
  20299. * Specifies if depth writing should be forced
  20300. */
  20301. forceDepthWrite: boolean;
  20302. /**
  20303. * Specifies if there should be a separate pass for culling
  20304. */
  20305. separateCullingPass: boolean;
  20306. /**
  20307. * Stores the state specifing if fog should be enabled
  20308. */
  20309. private _fogEnabled;
  20310. /**
  20311. * Sets the state for enabling fog
  20312. */
  20313. /**
  20314. * Gets the value of the fog enabled state
  20315. */
  20316. fogEnabled: boolean;
  20317. /**
  20318. * Stores the size of points
  20319. */
  20320. pointSize: number;
  20321. /**
  20322. * Stores the z offset value
  20323. */
  20324. zOffset: number;
  20325. /**
  20326. * Gets a value specifying if wireframe mode is enabled
  20327. */
  20328. /**
  20329. * Sets the state of wireframe mode
  20330. */
  20331. wireframe: boolean;
  20332. /**
  20333. * Gets the value specifying if point clouds are enabled
  20334. */
  20335. /**
  20336. * Sets the state of point cloud mode
  20337. */
  20338. pointsCloud: boolean;
  20339. /**
  20340. * Gets the material fill mode
  20341. */
  20342. /**
  20343. * Sets the material fill mode
  20344. */
  20345. fillMode: number;
  20346. /**
  20347. * @hidden
  20348. * Stores the effects for the material
  20349. */
  20350. _effect: Nullable<Effect>;
  20351. /**
  20352. * @hidden
  20353. * Specifies if the material was previously ready
  20354. */
  20355. _wasPreviouslyReady: boolean;
  20356. /**
  20357. * Specifies if uniform buffers should be used
  20358. */
  20359. private _useUBO;
  20360. /**
  20361. * Stores a reference to the scene
  20362. */
  20363. private _scene;
  20364. /**
  20365. * Stores the fill mode state
  20366. */
  20367. private _fillMode;
  20368. /**
  20369. * Specifies if the depth write state should be cached
  20370. */
  20371. private _cachedDepthWriteState;
  20372. /**
  20373. * Stores the uniform buffer
  20374. */
  20375. protected _uniformBuffer: UniformBuffer;
  20376. /** @hidden */
  20377. _indexInSceneMaterialArray: number;
  20378. /** @hidden */
  20379. meshMap: Nullable<{
  20380. [id: string]: AbstractMesh | undefined;
  20381. }>;
  20382. /**
  20383. * Creates a material instance
  20384. * @param name defines the name of the material
  20385. * @param scene defines the scene to reference
  20386. * @param doNotAdd specifies if the material should be added to the scene
  20387. */
  20388. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20389. /**
  20390. * Returns a string representation of the current material
  20391. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20392. * @returns a string with material information
  20393. */
  20394. toString(fullDetails?: boolean): string;
  20395. /**
  20396. * Gets the class name of the material
  20397. * @returns a string with the class name of the material
  20398. */
  20399. getClassName(): string;
  20400. /**
  20401. * Specifies if updates for the material been locked
  20402. */
  20403. readonly isFrozen: boolean;
  20404. /**
  20405. * Locks updates for the material
  20406. */
  20407. freeze(): void;
  20408. /**
  20409. * Unlocks updates for the material
  20410. */
  20411. unfreeze(): void;
  20412. /**
  20413. * Specifies if the material is ready to be used
  20414. * @param mesh defines the mesh to check
  20415. * @param useInstances specifies if instances should be used
  20416. * @returns a boolean indicating if the material is ready to be used
  20417. */
  20418. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20419. /**
  20420. * Specifies that the submesh is ready to be used
  20421. * @param mesh defines the mesh to check
  20422. * @param subMesh defines which submesh to check
  20423. * @param useInstances specifies that instances should be used
  20424. * @returns a boolean indicating that the submesh is ready or not
  20425. */
  20426. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20427. /**
  20428. * Returns the material effect
  20429. * @returns the effect associated with the material
  20430. */
  20431. getEffect(): Nullable<Effect>;
  20432. /**
  20433. * Returns the current scene
  20434. * @returns a Scene
  20435. */
  20436. getScene(): Scene;
  20437. /**
  20438. * Specifies if the material will require alpha blending
  20439. * @returns a boolean specifying if alpha blending is needed
  20440. */
  20441. needAlphaBlending(): boolean;
  20442. /**
  20443. * Specifies if the mesh will require alpha blending
  20444. * @param mesh defines the mesh to check
  20445. * @returns a boolean specifying if alpha blending is needed for the mesh
  20446. */
  20447. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20448. /**
  20449. * Specifies if this material should be rendered in alpha test mode
  20450. * @returns a boolean specifying if an alpha test is needed.
  20451. */
  20452. needAlphaTesting(): boolean;
  20453. /**
  20454. * Gets the texture used for the alpha test
  20455. * @returns the texture to use for alpha testing
  20456. */
  20457. getAlphaTestTexture(): Nullable<BaseTexture>;
  20458. /**
  20459. * Marks the material to indicate that it needs to be re-calculated
  20460. */
  20461. markDirty(): void;
  20462. /** @hidden */
  20463. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20464. /**
  20465. * Binds the material to the mesh
  20466. * @param world defines the world transformation matrix
  20467. * @param mesh defines the mesh to bind the material to
  20468. */
  20469. bind(world: Matrix, mesh?: Mesh): void;
  20470. /**
  20471. * Binds the submesh to the material
  20472. * @param world defines the world transformation matrix
  20473. * @param mesh defines the mesh containing the submesh
  20474. * @param subMesh defines the submesh to bind the material to
  20475. */
  20476. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20477. /**
  20478. * Binds the world matrix to the material
  20479. * @param world defines the world transformation matrix
  20480. */
  20481. bindOnlyWorldMatrix(world: Matrix): void;
  20482. /**
  20483. * Binds the scene's uniform buffer to the effect.
  20484. * @param effect defines the effect to bind to the scene uniform buffer
  20485. * @param sceneUbo defines the uniform buffer storing scene data
  20486. */
  20487. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20488. /**
  20489. * Binds the view matrix to the effect
  20490. * @param effect defines the effect to bind the view matrix to
  20491. */
  20492. bindView(effect: Effect): void;
  20493. /**
  20494. * Binds the view projection matrix to the effect
  20495. * @param effect defines the effect to bind the view projection matrix to
  20496. */
  20497. bindViewProjection(effect: Effect): void;
  20498. /**
  20499. * Specifies if material alpha testing should be turned on for the mesh
  20500. * @param mesh defines the mesh to check
  20501. */
  20502. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20503. /**
  20504. * Processes to execute after binding the material to a mesh
  20505. * @param mesh defines the rendered mesh
  20506. */
  20507. protected _afterBind(mesh?: Mesh): void;
  20508. /**
  20509. * Unbinds the material from the mesh
  20510. */
  20511. unbind(): void;
  20512. /**
  20513. * Gets the active textures from the material
  20514. * @returns an array of textures
  20515. */
  20516. getActiveTextures(): BaseTexture[];
  20517. /**
  20518. * Specifies if the material uses a texture
  20519. * @param texture defines the texture to check against the material
  20520. * @returns a boolean specifying if the material uses the texture
  20521. */
  20522. hasTexture(texture: BaseTexture): boolean;
  20523. /**
  20524. * Makes a duplicate of the material, and gives it a new name
  20525. * @param name defines the new name for the duplicated material
  20526. * @returns the cloned material
  20527. */
  20528. clone(name: string): Nullable<Material>;
  20529. /**
  20530. * Gets the meshes bound to the material
  20531. * @returns an array of meshes bound to the material
  20532. */
  20533. getBindedMeshes(): AbstractMesh[];
  20534. /**
  20535. * Force shader compilation
  20536. * @param mesh defines the mesh associated with this material
  20537. * @param onCompiled defines a function to execute once the material is compiled
  20538. * @param options defines the options to configure the compilation
  20539. * @param onError defines a function to execute if the material fails compiling
  20540. */
  20541. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20542. clipPlane: boolean;
  20543. }>, onError?: (reason: string) => void): void;
  20544. /**
  20545. * Force shader compilation
  20546. * @param mesh defines the mesh that will use this material
  20547. * @param options defines additional options for compiling the shaders
  20548. * @returns a promise that resolves when the compilation completes
  20549. */
  20550. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20551. clipPlane: boolean;
  20552. }>): Promise<void>;
  20553. private static readonly _AllDirtyCallBack;
  20554. private static readonly _ImageProcessingDirtyCallBack;
  20555. private static readonly _TextureDirtyCallBack;
  20556. private static readonly _FresnelDirtyCallBack;
  20557. private static readonly _MiscDirtyCallBack;
  20558. private static readonly _LightsDirtyCallBack;
  20559. private static readonly _AttributeDirtyCallBack;
  20560. private static _FresnelAndMiscDirtyCallBack;
  20561. private static _TextureAndMiscDirtyCallBack;
  20562. private static readonly _DirtyCallbackArray;
  20563. private static readonly _RunDirtyCallBacks;
  20564. /**
  20565. * Marks a define in the material to indicate that it needs to be re-computed
  20566. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20567. */
  20568. markAsDirty(flag: number): void;
  20569. /**
  20570. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20571. * @param func defines a function which checks material defines against the submeshes
  20572. */
  20573. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20574. /**
  20575. * Indicates that we need to re-calculated for all submeshes
  20576. */
  20577. protected _markAllSubMeshesAsAllDirty(): void;
  20578. /**
  20579. * Indicates that image processing needs to be re-calculated for all submeshes
  20580. */
  20581. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20582. /**
  20583. * Indicates that textures need to be re-calculated for all submeshes
  20584. */
  20585. protected _markAllSubMeshesAsTexturesDirty(): void;
  20586. /**
  20587. * Indicates that fresnel needs to be re-calculated for all submeshes
  20588. */
  20589. protected _markAllSubMeshesAsFresnelDirty(): void;
  20590. /**
  20591. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20592. */
  20593. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20594. /**
  20595. * Indicates that lights need to be re-calculated for all submeshes
  20596. */
  20597. protected _markAllSubMeshesAsLightsDirty(): void;
  20598. /**
  20599. * Indicates that attributes need to be re-calculated for all submeshes
  20600. */
  20601. protected _markAllSubMeshesAsAttributesDirty(): void;
  20602. /**
  20603. * Indicates that misc needs to be re-calculated for all submeshes
  20604. */
  20605. protected _markAllSubMeshesAsMiscDirty(): void;
  20606. /**
  20607. * Indicates that textures and misc need to be re-calculated for all submeshes
  20608. */
  20609. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20610. /**
  20611. * Disposes the material
  20612. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20613. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20614. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20615. */
  20616. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20617. /** @hidden */
  20618. private releaseVertexArrayObject;
  20619. /**
  20620. * Serializes this material
  20621. * @returns the serialized material object
  20622. */
  20623. serialize(): any;
  20624. /**
  20625. * Creates a material from parsed material data
  20626. * @param parsedMaterial defines parsed material data
  20627. * @param scene defines the hosting scene
  20628. * @param rootUrl defines the root URL to use to load textures
  20629. * @returns a new material
  20630. */
  20631. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  20632. }
  20633. }
  20634. declare module BABYLON {
  20635. /**
  20636. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20637. * separate meshes. This can be use to improve performances.
  20638. * @see http://doc.babylonjs.com/how_to/multi_materials
  20639. */
  20640. export class MultiMaterial extends Material {
  20641. private _subMaterials;
  20642. /**
  20643. * Gets or Sets the list of Materials used within the multi material.
  20644. * They need to be ordered according to the submeshes order in the associated mesh
  20645. */
  20646. subMaterials: Nullable<Material>[];
  20647. /**
  20648. * Function used to align with Node.getChildren()
  20649. * @returns the list of Materials used within the multi material
  20650. */
  20651. getChildren(): Nullable<Material>[];
  20652. /**
  20653. * Instantiates a new Multi Material
  20654. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20655. * separate meshes. This can be use to improve performances.
  20656. * @see http://doc.babylonjs.com/how_to/multi_materials
  20657. * @param name Define the name in the scene
  20658. * @param scene Define the scene the material belongs to
  20659. */
  20660. constructor(name: string, scene: Scene);
  20661. private _hookArray;
  20662. /**
  20663. * Get one of the submaterial by its index in the submaterials array
  20664. * @param index The index to look the sub material at
  20665. * @returns The Material if the index has been defined
  20666. */
  20667. getSubMaterial(index: number): Nullable<Material>;
  20668. /**
  20669. * Get the list of active textures for the whole sub materials list.
  20670. * @returns All the textures that will be used during the rendering
  20671. */
  20672. getActiveTextures(): BaseTexture[];
  20673. /**
  20674. * Gets the current class name of the material e.g. "MultiMaterial"
  20675. * Mainly use in serialization.
  20676. * @returns the class name
  20677. */
  20678. getClassName(): string;
  20679. /**
  20680. * Checks if the material is ready to render the requested sub mesh
  20681. * @param mesh Define the mesh the submesh belongs to
  20682. * @param subMesh Define the sub mesh to look readyness for
  20683. * @param useInstances Define whether or not the material is used with instances
  20684. * @returns true if ready, otherwise false
  20685. */
  20686. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20687. /**
  20688. * Clones the current material and its related sub materials
  20689. * @param name Define the name of the newly cloned material
  20690. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  20691. * @returns the cloned material
  20692. */
  20693. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  20694. /**
  20695. * Serializes the materials into a JSON representation.
  20696. * @returns the JSON representation
  20697. */
  20698. serialize(): any;
  20699. /**
  20700. * Dispose the material and release its associated resources
  20701. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  20702. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  20703. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  20704. */
  20705. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  20706. /**
  20707. * Creates a MultiMaterial from parsed MultiMaterial data.
  20708. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  20709. * @param scene defines the hosting scene
  20710. * @returns a new MultiMaterial
  20711. */
  20712. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  20713. }
  20714. }
  20715. declare module BABYLON {
  20716. /**
  20717. * Base class for submeshes
  20718. */
  20719. export class BaseSubMesh {
  20720. /** @hidden */
  20721. _materialDefines: Nullable<MaterialDefines>;
  20722. /** @hidden */
  20723. _materialEffect: Nullable<Effect>;
  20724. /**
  20725. * Gets associated effect
  20726. */
  20727. readonly effect: Nullable<Effect>;
  20728. /**
  20729. * Sets associated effect (effect used to render this submesh)
  20730. * @param effect defines the effect to associate with
  20731. * @param defines defines the set of defines used to compile this effect
  20732. */
  20733. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  20734. }
  20735. /**
  20736. * Defines a subdivision inside a mesh
  20737. */
  20738. export class SubMesh extends BaseSubMesh implements ICullable {
  20739. /** the material index to use */
  20740. materialIndex: number;
  20741. /** vertex index start */
  20742. verticesStart: number;
  20743. /** vertices count */
  20744. verticesCount: number;
  20745. /** index start */
  20746. indexStart: number;
  20747. /** indices count */
  20748. indexCount: number;
  20749. /** @hidden */
  20750. _linesIndexCount: number;
  20751. private _mesh;
  20752. private _renderingMesh;
  20753. private _boundingInfo;
  20754. private _linesIndexBuffer;
  20755. /** @hidden */
  20756. _lastColliderWorldVertices: Nullable<Vector3[]>;
  20757. /** @hidden */
  20758. _trianglePlanes: Plane[];
  20759. /** @hidden */
  20760. _lastColliderTransformMatrix: Nullable<Matrix>;
  20761. /** @hidden */
  20762. _renderId: number;
  20763. /** @hidden */
  20764. _alphaIndex: number;
  20765. /** @hidden */
  20766. _distanceToCamera: number;
  20767. /** @hidden */
  20768. _id: number;
  20769. private _currentMaterial;
  20770. /**
  20771. * Add a new submesh to a mesh
  20772. * @param materialIndex defines the material index to use
  20773. * @param verticesStart defines vertex index start
  20774. * @param verticesCount defines vertices count
  20775. * @param indexStart defines index start
  20776. * @param indexCount defines indices count
  20777. * @param mesh defines the parent mesh
  20778. * @param renderingMesh defines an optional rendering mesh
  20779. * @param createBoundingBox defines if bounding box should be created for this submesh
  20780. * @returns the new submesh
  20781. */
  20782. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  20783. /**
  20784. * Creates a new submesh
  20785. * @param materialIndex defines the material index to use
  20786. * @param verticesStart defines vertex index start
  20787. * @param verticesCount defines vertices count
  20788. * @param indexStart defines index start
  20789. * @param indexCount defines indices count
  20790. * @param mesh defines the parent mesh
  20791. * @param renderingMesh defines an optional rendering mesh
  20792. * @param createBoundingBox defines if bounding box should be created for this submesh
  20793. */
  20794. constructor(
  20795. /** the material index to use */
  20796. materialIndex: number,
  20797. /** vertex index start */
  20798. verticesStart: number,
  20799. /** vertices count */
  20800. verticesCount: number,
  20801. /** index start */
  20802. indexStart: number,
  20803. /** indices count */
  20804. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  20805. /**
  20806. * Returns true if this submesh covers the entire parent mesh
  20807. * @ignorenaming
  20808. */
  20809. readonly IsGlobal: boolean;
  20810. /**
  20811. * Returns the submesh BoudingInfo object
  20812. * @returns current bounding info (or mesh's one if the submesh is global)
  20813. */
  20814. getBoundingInfo(): BoundingInfo;
  20815. /**
  20816. * Sets the submesh BoundingInfo
  20817. * @param boundingInfo defines the new bounding info to use
  20818. * @returns the SubMesh
  20819. */
  20820. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  20821. /**
  20822. * Returns the mesh of the current submesh
  20823. * @return the parent mesh
  20824. */
  20825. getMesh(): AbstractMesh;
  20826. /**
  20827. * Returns the rendering mesh of the submesh
  20828. * @returns the rendering mesh (could be different from parent mesh)
  20829. */
  20830. getRenderingMesh(): Mesh;
  20831. /**
  20832. * Returns the submesh material
  20833. * @returns null or the current material
  20834. */
  20835. getMaterial(): Nullable<Material>;
  20836. /**
  20837. * Sets a new updated BoundingInfo object to the submesh
  20838. * @param data defines an optional position array to use to determine the bounding info
  20839. * @returns the SubMesh
  20840. */
  20841. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  20842. /** @hidden */
  20843. _checkCollision(collider: Collider): boolean;
  20844. /**
  20845. * Updates the submesh BoundingInfo
  20846. * @param world defines the world matrix to use to update the bounding info
  20847. * @returns the submesh
  20848. */
  20849. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  20850. /**
  20851. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  20852. * @param frustumPlanes defines the frustum planes
  20853. * @returns true if the submesh is intersecting with the frustum
  20854. */
  20855. isInFrustum(frustumPlanes: Plane[]): boolean;
  20856. /**
  20857. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  20858. * @param frustumPlanes defines the frustum planes
  20859. * @returns true if the submesh is inside the frustum
  20860. */
  20861. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  20862. /**
  20863. * Renders the submesh
  20864. * @param enableAlphaMode defines if alpha needs to be used
  20865. * @returns the submesh
  20866. */
  20867. render(enableAlphaMode: boolean): SubMesh;
  20868. /**
  20869. * @hidden
  20870. */
  20871. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  20872. /**
  20873. * Checks if the submesh intersects with a ray
  20874. * @param ray defines the ray to test
  20875. * @returns true is the passed ray intersects the submesh bounding box
  20876. */
  20877. canIntersects(ray: Ray): boolean;
  20878. /**
  20879. * Intersects current submesh with a ray
  20880. * @param ray defines the ray to test
  20881. * @param positions defines mesh's positions array
  20882. * @param indices defines mesh's indices array
  20883. * @param fastCheck defines if only bounding info should be used
  20884. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  20885. * @returns intersection info or null if no intersection
  20886. */
  20887. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  20888. /** @hidden */
  20889. private _intersectLines;
  20890. /** @hidden */
  20891. private _intersectUnIndexedLines;
  20892. /** @hidden */
  20893. private _intersectTriangles;
  20894. /** @hidden */
  20895. private _intersectUnIndexedTriangles;
  20896. /** @hidden */
  20897. _rebuild(): void;
  20898. /**
  20899. * Creates a new submesh from the passed mesh
  20900. * @param newMesh defines the new hosting mesh
  20901. * @param newRenderingMesh defines an optional rendering mesh
  20902. * @returns the new submesh
  20903. */
  20904. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  20905. /**
  20906. * Release associated resources
  20907. */
  20908. dispose(): void;
  20909. /**
  20910. * Gets the class name
  20911. * @returns the string "SubMesh".
  20912. */
  20913. getClassName(): string;
  20914. /**
  20915. * Creates a new submesh from indices data
  20916. * @param materialIndex the index of the main mesh material
  20917. * @param startIndex the index where to start the copy in the mesh indices array
  20918. * @param indexCount the number of indices to copy then from the startIndex
  20919. * @param mesh the main mesh to create the submesh from
  20920. * @param renderingMesh the optional rendering mesh
  20921. * @returns a new submesh
  20922. */
  20923. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  20924. }
  20925. }
  20926. declare module BABYLON {
  20927. /**
  20928. * Class used to represent data loading progression
  20929. */
  20930. export class SceneLoaderFlags {
  20931. private static _ForceFullSceneLoadingForIncremental;
  20932. private static _ShowLoadingScreen;
  20933. private static _CleanBoneMatrixWeights;
  20934. private static _loggingLevel;
  20935. /**
  20936. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  20937. */
  20938. static ForceFullSceneLoadingForIncremental: boolean;
  20939. /**
  20940. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  20941. */
  20942. static ShowLoadingScreen: boolean;
  20943. /**
  20944. * Defines the current logging level (while loading the scene)
  20945. * @ignorenaming
  20946. */
  20947. static loggingLevel: number;
  20948. /**
  20949. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  20950. */
  20951. static CleanBoneMatrixWeights: boolean;
  20952. }
  20953. }
  20954. declare module BABYLON {
  20955. /**
  20956. * Class used to store geometry data (vertex buffers + index buffer)
  20957. */
  20958. export class Geometry implements IGetSetVerticesData {
  20959. /**
  20960. * Gets or sets the ID of the geometry
  20961. */
  20962. id: string;
  20963. /**
  20964. * Gets or sets the unique ID of the geometry
  20965. */
  20966. uniqueId: number;
  20967. /**
  20968. * Gets the delay loading state of the geometry (none by default which means not delayed)
  20969. */
  20970. delayLoadState: number;
  20971. /**
  20972. * Gets the file containing the data to load when running in delay load state
  20973. */
  20974. delayLoadingFile: Nullable<string>;
  20975. /**
  20976. * Callback called when the geometry is updated
  20977. */
  20978. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  20979. private _scene;
  20980. private _engine;
  20981. private _meshes;
  20982. private _totalVertices;
  20983. /** @hidden */
  20984. _indices: IndicesArray;
  20985. /** @hidden */
  20986. _vertexBuffers: {
  20987. [key: string]: VertexBuffer;
  20988. };
  20989. private _isDisposed;
  20990. private _extend;
  20991. private _boundingBias;
  20992. /** @hidden */
  20993. _delayInfo: Array<string>;
  20994. private _indexBuffer;
  20995. private _indexBufferIsUpdatable;
  20996. /** @hidden */
  20997. _boundingInfo: Nullable<BoundingInfo>;
  20998. /** @hidden */
  20999. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21000. /** @hidden */
  21001. _softwareSkinningFrameId: number;
  21002. private _vertexArrayObjects;
  21003. private _updatable;
  21004. /** @hidden */
  21005. _positions: Nullable<Vector3[]>;
  21006. /**
  21007. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21008. */
  21009. /**
  21010. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21011. */
  21012. boundingBias: Vector2;
  21013. /**
  21014. * Static function used to attach a new empty geometry to a mesh
  21015. * @param mesh defines the mesh to attach the geometry to
  21016. * @returns the new Geometry
  21017. */
  21018. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21019. /**
  21020. * Creates a new geometry
  21021. * @param id defines the unique ID
  21022. * @param scene defines the hosting scene
  21023. * @param vertexData defines the VertexData used to get geometry data
  21024. * @param updatable defines if geometry must be updatable (false by default)
  21025. * @param mesh defines the mesh that will be associated with the geometry
  21026. */
  21027. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21028. /**
  21029. * Gets the current extend of the geometry
  21030. */
  21031. readonly extend: {
  21032. minimum: Vector3;
  21033. maximum: Vector3;
  21034. };
  21035. /**
  21036. * Gets the hosting scene
  21037. * @returns the hosting Scene
  21038. */
  21039. getScene(): Scene;
  21040. /**
  21041. * Gets the hosting engine
  21042. * @returns the hosting Engine
  21043. */
  21044. getEngine(): Engine;
  21045. /**
  21046. * Defines if the geometry is ready to use
  21047. * @returns true if the geometry is ready to be used
  21048. */
  21049. isReady(): boolean;
  21050. /**
  21051. * Gets a value indicating that the geometry should not be serialized
  21052. */
  21053. readonly doNotSerialize: boolean;
  21054. /** @hidden */
  21055. _rebuild(): void;
  21056. /**
  21057. * Affects all geometry data in one call
  21058. * @param vertexData defines the geometry data
  21059. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21060. */
  21061. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21062. /**
  21063. * Set specific vertex data
  21064. * @param kind defines the data kind (Position, normal, etc...)
  21065. * @param data defines the vertex data to use
  21066. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21067. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21068. */
  21069. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21070. /**
  21071. * Removes a specific vertex data
  21072. * @param kind defines the data kind (Position, normal, etc...)
  21073. */
  21074. removeVerticesData(kind: string): void;
  21075. /**
  21076. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21077. * @param buffer defines the vertex buffer to use
  21078. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21079. */
  21080. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21081. /**
  21082. * Update a specific vertex buffer
  21083. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21084. * It will do nothing if the buffer is not updatable
  21085. * @param kind defines the data kind (Position, normal, etc...)
  21086. * @param data defines the data to use
  21087. * @param offset defines the offset in the target buffer where to store the data
  21088. * @param useBytes set to true if the offset is in bytes
  21089. */
  21090. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21091. /**
  21092. * Update a specific vertex buffer
  21093. * This function will create a new buffer if the current one is not updatable
  21094. * @param kind defines the data kind (Position, normal, etc...)
  21095. * @param data defines the data to use
  21096. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21097. */
  21098. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21099. private _updateBoundingInfo;
  21100. /** @hidden */
  21101. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21102. /**
  21103. * Gets total number of vertices
  21104. * @returns the total number of vertices
  21105. */
  21106. getTotalVertices(): number;
  21107. /**
  21108. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21109. * @param kind defines the data kind (Position, normal, etc...)
  21110. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21111. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21112. * @returns a float array containing vertex data
  21113. */
  21114. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21115. /**
  21116. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21117. * @param kind defines the data kind (Position, normal, etc...)
  21118. * @returns true if the vertex buffer with the specified kind is updatable
  21119. */
  21120. isVertexBufferUpdatable(kind: string): boolean;
  21121. /**
  21122. * Gets a specific vertex buffer
  21123. * @param kind defines the data kind (Position, normal, etc...)
  21124. * @returns a VertexBuffer
  21125. */
  21126. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21127. /**
  21128. * Returns all vertex buffers
  21129. * @return an object holding all vertex buffers indexed by kind
  21130. */
  21131. getVertexBuffers(): Nullable<{
  21132. [key: string]: VertexBuffer;
  21133. }>;
  21134. /**
  21135. * Gets a boolean indicating if specific vertex buffer is present
  21136. * @param kind defines the data kind (Position, normal, etc...)
  21137. * @returns true if data is present
  21138. */
  21139. isVerticesDataPresent(kind: string): boolean;
  21140. /**
  21141. * Gets a list of all attached data kinds (Position, normal, etc...)
  21142. * @returns a list of string containing all kinds
  21143. */
  21144. getVerticesDataKinds(): string[];
  21145. /**
  21146. * Update index buffer
  21147. * @param indices defines the indices to store in the index buffer
  21148. * @param offset defines the offset in the target buffer where to store the data
  21149. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21150. */
  21151. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21152. /**
  21153. * Creates a new index buffer
  21154. * @param indices defines the indices to store in the index buffer
  21155. * @param totalVertices defines the total number of vertices (could be null)
  21156. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21157. */
  21158. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21159. /**
  21160. * Return the total number of indices
  21161. * @returns the total number of indices
  21162. */
  21163. getTotalIndices(): number;
  21164. /**
  21165. * Gets the index buffer array
  21166. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21167. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21168. * @returns the index buffer array
  21169. */
  21170. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21171. /**
  21172. * Gets the index buffer
  21173. * @return the index buffer
  21174. */
  21175. getIndexBuffer(): Nullable<DataBuffer>;
  21176. /** @hidden */
  21177. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21178. /**
  21179. * Release the associated resources for a specific mesh
  21180. * @param mesh defines the source mesh
  21181. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21182. */
  21183. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21184. /**
  21185. * Apply current geometry to a given mesh
  21186. * @param mesh defines the mesh to apply geometry to
  21187. */
  21188. applyToMesh(mesh: Mesh): void;
  21189. private _updateExtend;
  21190. private _applyToMesh;
  21191. private notifyUpdate;
  21192. /**
  21193. * Load the geometry if it was flagged as delay loaded
  21194. * @param scene defines the hosting scene
  21195. * @param onLoaded defines a callback called when the geometry is loaded
  21196. */
  21197. load(scene: Scene, onLoaded?: () => void): void;
  21198. private _queueLoad;
  21199. /**
  21200. * Invert the geometry to move from a right handed system to a left handed one.
  21201. */
  21202. toLeftHanded(): void;
  21203. /** @hidden */
  21204. _resetPointsArrayCache(): void;
  21205. /** @hidden */
  21206. _generatePointsArray(): boolean;
  21207. /**
  21208. * Gets a value indicating if the geometry is disposed
  21209. * @returns true if the geometry was disposed
  21210. */
  21211. isDisposed(): boolean;
  21212. private _disposeVertexArrayObjects;
  21213. /**
  21214. * Free all associated resources
  21215. */
  21216. dispose(): void;
  21217. /**
  21218. * Clone the current geometry into a new geometry
  21219. * @param id defines the unique ID of the new geometry
  21220. * @returns a new geometry object
  21221. */
  21222. copy(id: string): Geometry;
  21223. /**
  21224. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21225. * @return a JSON representation of the current geometry data (without the vertices data)
  21226. */
  21227. serialize(): any;
  21228. private toNumberArray;
  21229. /**
  21230. * Serialize all vertices data into a JSON oject
  21231. * @returns a JSON representation of the current geometry data
  21232. */
  21233. serializeVerticeData(): any;
  21234. /**
  21235. * Extracts a clone of a mesh geometry
  21236. * @param mesh defines the source mesh
  21237. * @param id defines the unique ID of the new geometry object
  21238. * @returns the new geometry object
  21239. */
  21240. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21241. /**
  21242. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21243. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21244. * Be aware Math.random() could cause collisions, but:
  21245. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21246. * @returns a string containing a new GUID
  21247. */
  21248. static RandomId(): string;
  21249. /** @hidden */
  21250. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21251. private static _CleanMatricesWeights;
  21252. /**
  21253. * Create a new geometry from persisted data (Using .babylon file format)
  21254. * @param parsedVertexData defines the persisted data
  21255. * @param scene defines the hosting scene
  21256. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21257. * @returns the new geometry object
  21258. */
  21259. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21260. }
  21261. }
  21262. declare module BABYLON {
  21263. /**
  21264. * Define an interface for all classes that will get and set the data on vertices
  21265. */
  21266. export interface IGetSetVerticesData {
  21267. /**
  21268. * Gets a boolean indicating if specific vertex data is present
  21269. * @param kind defines the vertex data kind to use
  21270. * @returns true is data kind is present
  21271. */
  21272. isVerticesDataPresent(kind: string): boolean;
  21273. /**
  21274. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21275. * @param kind defines the data kind (Position, normal, etc...)
  21276. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21277. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21278. * @returns a float array containing vertex data
  21279. */
  21280. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21281. /**
  21282. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21283. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21284. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21285. * @returns the indices array or an empty array if the mesh has no geometry
  21286. */
  21287. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21288. /**
  21289. * Set specific vertex data
  21290. * @param kind defines the data kind (Position, normal, etc...)
  21291. * @param data defines the vertex data to use
  21292. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21293. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21294. */
  21295. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21296. /**
  21297. * Update a specific associated vertex buffer
  21298. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21299. * - VertexBuffer.PositionKind
  21300. * - VertexBuffer.UVKind
  21301. * - VertexBuffer.UV2Kind
  21302. * - VertexBuffer.UV3Kind
  21303. * - VertexBuffer.UV4Kind
  21304. * - VertexBuffer.UV5Kind
  21305. * - VertexBuffer.UV6Kind
  21306. * - VertexBuffer.ColorKind
  21307. * - VertexBuffer.MatricesIndicesKind
  21308. * - VertexBuffer.MatricesIndicesExtraKind
  21309. * - VertexBuffer.MatricesWeightsKind
  21310. * - VertexBuffer.MatricesWeightsExtraKind
  21311. * @param data defines the data source
  21312. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21313. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21314. */
  21315. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21316. /**
  21317. * Creates a new index buffer
  21318. * @param indices defines the indices to store in the index buffer
  21319. * @param totalVertices defines the total number of vertices (could be null)
  21320. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21321. */
  21322. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21323. }
  21324. /**
  21325. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21326. */
  21327. export class VertexData {
  21328. /**
  21329. * Mesh side orientation : usually the external or front surface
  21330. */
  21331. static readonly FRONTSIDE: number;
  21332. /**
  21333. * Mesh side orientation : usually the internal or back surface
  21334. */
  21335. static readonly BACKSIDE: number;
  21336. /**
  21337. * Mesh side orientation : both internal and external or front and back surfaces
  21338. */
  21339. static readonly DOUBLESIDE: number;
  21340. /**
  21341. * Mesh side orientation : by default, `FRONTSIDE`
  21342. */
  21343. static readonly DEFAULTSIDE: number;
  21344. /**
  21345. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21346. */
  21347. positions: Nullable<FloatArray>;
  21348. /**
  21349. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21350. */
  21351. normals: Nullable<FloatArray>;
  21352. /**
  21353. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21354. */
  21355. tangents: Nullable<FloatArray>;
  21356. /**
  21357. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21358. */
  21359. uvs: Nullable<FloatArray>;
  21360. /**
  21361. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21362. */
  21363. uvs2: Nullable<FloatArray>;
  21364. /**
  21365. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21366. */
  21367. uvs3: Nullable<FloatArray>;
  21368. /**
  21369. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21370. */
  21371. uvs4: Nullable<FloatArray>;
  21372. /**
  21373. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21374. */
  21375. uvs5: Nullable<FloatArray>;
  21376. /**
  21377. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21378. */
  21379. uvs6: Nullable<FloatArray>;
  21380. /**
  21381. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21382. */
  21383. colors: Nullable<FloatArray>;
  21384. /**
  21385. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21386. */
  21387. matricesIndices: Nullable<FloatArray>;
  21388. /**
  21389. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21390. */
  21391. matricesWeights: Nullable<FloatArray>;
  21392. /**
  21393. * An array extending the number of possible indices
  21394. */
  21395. matricesIndicesExtra: Nullable<FloatArray>;
  21396. /**
  21397. * An array extending the number of possible weights when the number of indices is extended
  21398. */
  21399. matricesWeightsExtra: Nullable<FloatArray>;
  21400. /**
  21401. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21402. */
  21403. indices: Nullable<IndicesArray>;
  21404. /**
  21405. * Uses the passed data array to set the set the values for the specified kind of data
  21406. * @param data a linear array of floating numbers
  21407. * @param kind the type of data that is being set, eg positions, colors etc
  21408. */
  21409. set(data: FloatArray, kind: string): void;
  21410. /**
  21411. * Associates the vertexData to the passed Mesh.
  21412. * Sets it as updatable or not (default `false`)
  21413. * @param mesh the mesh the vertexData is applied to
  21414. * @param updatable when used and having the value true allows new data to update the vertexData
  21415. * @returns the VertexData
  21416. */
  21417. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21418. /**
  21419. * Associates the vertexData to the passed Geometry.
  21420. * Sets it as updatable or not (default `false`)
  21421. * @param geometry the geometry the vertexData is applied to
  21422. * @param updatable when used and having the value true allows new data to update the vertexData
  21423. * @returns VertexData
  21424. */
  21425. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21426. /**
  21427. * Updates the associated mesh
  21428. * @param mesh the mesh to be updated
  21429. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21430. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21431. * @returns VertexData
  21432. */
  21433. updateMesh(mesh: Mesh): VertexData;
  21434. /**
  21435. * Updates the associated geometry
  21436. * @param geometry the geometry to be updated
  21437. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21438. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21439. * @returns VertexData.
  21440. */
  21441. updateGeometry(geometry: Geometry): VertexData;
  21442. private _applyTo;
  21443. private _update;
  21444. /**
  21445. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21446. * @param matrix the transforming matrix
  21447. * @returns the VertexData
  21448. */
  21449. transform(matrix: Matrix): VertexData;
  21450. /**
  21451. * Merges the passed VertexData into the current one
  21452. * @param other the VertexData to be merged into the current one
  21453. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21454. * @returns the modified VertexData
  21455. */
  21456. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21457. private _mergeElement;
  21458. private _validate;
  21459. /**
  21460. * Serializes the VertexData
  21461. * @returns a serialized object
  21462. */
  21463. serialize(): any;
  21464. /**
  21465. * Extracts the vertexData from a mesh
  21466. * @param mesh the mesh from which to extract the VertexData
  21467. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21468. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21469. * @returns the object VertexData associated to the passed mesh
  21470. */
  21471. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21472. /**
  21473. * Extracts the vertexData from the geometry
  21474. * @param geometry the geometry from which to extract the VertexData
  21475. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21476. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21477. * @returns the object VertexData associated to the passed mesh
  21478. */
  21479. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21480. private static _ExtractFrom;
  21481. /**
  21482. * Creates the VertexData for a Ribbon
  21483. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21484. * * pathArray array of paths, each of which an array of successive Vector3
  21485. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21486. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21487. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21488. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21489. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21490. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21491. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21492. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21493. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21494. * @returns the VertexData of the ribbon
  21495. */
  21496. static CreateRibbon(options: {
  21497. pathArray: Vector3[][];
  21498. closeArray?: boolean;
  21499. closePath?: boolean;
  21500. offset?: number;
  21501. sideOrientation?: number;
  21502. frontUVs?: Vector4;
  21503. backUVs?: Vector4;
  21504. invertUV?: boolean;
  21505. uvs?: Vector2[];
  21506. colors?: Color4[];
  21507. }): VertexData;
  21508. /**
  21509. * Creates the VertexData for a box
  21510. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21511. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21512. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21513. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21514. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21515. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21516. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21517. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21518. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21519. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21520. * @returns the VertexData of the box
  21521. */
  21522. static CreateBox(options: {
  21523. size?: number;
  21524. width?: number;
  21525. height?: number;
  21526. depth?: number;
  21527. faceUV?: Vector4[];
  21528. faceColors?: Color4[];
  21529. sideOrientation?: number;
  21530. frontUVs?: Vector4;
  21531. backUVs?: Vector4;
  21532. }): VertexData;
  21533. /**
  21534. * Creates the VertexData for a tiled box
  21535. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21536. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21537. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21538. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21539. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21540. * @returns the VertexData of the box
  21541. */
  21542. static CreateTiledBox(options: {
  21543. pattern?: number;
  21544. width?: number;
  21545. height?: number;
  21546. depth?: number;
  21547. tileSize?: number;
  21548. tileWidth?: number;
  21549. tileHeight?: number;
  21550. alignHorizontal?: number;
  21551. alignVertical?: number;
  21552. faceUV?: Vector4[];
  21553. faceColors?: Color4[];
  21554. sideOrientation?: number;
  21555. }): VertexData;
  21556. /**
  21557. * Creates the VertexData for a tiled plane
  21558. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21559. * * pattern a limited pattern arrangement depending on the number
  21560. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21561. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21562. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21563. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21564. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21565. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21566. * @returns the VertexData of the tiled plane
  21567. */
  21568. static CreateTiledPlane(options: {
  21569. pattern?: number;
  21570. tileSize?: number;
  21571. tileWidth?: number;
  21572. tileHeight?: number;
  21573. size?: number;
  21574. width?: number;
  21575. height?: number;
  21576. alignHorizontal?: number;
  21577. alignVertical?: number;
  21578. sideOrientation?: number;
  21579. frontUVs?: Vector4;
  21580. backUVs?: Vector4;
  21581. }): VertexData;
  21582. /**
  21583. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21584. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21585. * * segments sets the number of horizontal strips optional, default 32
  21586. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21587. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21588. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21589. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21590. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  21591. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  21592. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21593. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21594. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21595. * @returns the VertexData of the ellipsoid
  21596. */
  21597. static CreateSphere(options: {
  21598. segments?: number;
  21599. diameter?: number;
  21600. diameterX?: number;
  21601. diameterY?: number;
  21602. diameterZ?: number;
  21603. arc?: number;
  21604. slice?: number;
  21605. sideOrientation?: number;
  21606. frontUVs?: Vector4;
  21607. backUVs?: Vector4;
  21608. }): VertexData;
  21609. /**
  21610. * Creates the VertexData for a cylinder, cone or prism
  21611. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21612. * * height sets the height (y direction) of the cylinder, optional, default 2
  21613. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  21614. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  21615. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  21616. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  21617. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  21618. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  21619. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  21620. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  21621. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  21622. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  21623. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21624. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21625. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21626. * @returns the VertexData of the cylinder, cone or prism
  21627. */
  21628. static CreateCylinder(options: {
  21629. height?: number;
  21630. diameterTop?: number;
  21631. diameterBottom?: number;
  21632. diameter?: number;
  21633. tessellation?: number;
  21634. subdivisions?: number;
  21635. arc?: number;
  21636. faceColors?: Color4[];
  21637. faceUV?: Vector4[];
  21638. hasRings?: boolean;
  21639. enclose?: boolean;
  21640. sideOrientation?: number;
  21641. frontUVs?: Vector4;
  21642. backUVs?: Vector4;
  21643. }): VertexData;
  21644. /**
  21645. * Creates the VertexData for a torus
  21646. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21647. * * diameter the diameter of the torus, optional default 1
  21648. * * thickness the diameter of the tube forming the torus, optional default 0.5
  21649. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  21650. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21651. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21652. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21653. * @returns the VertexData of the torus
  21654. */
  21655. static CreateTorus(options: {
  21656. diameter?: number;
  21657. thickness?: number;
  21658. tessellation?: number;
  21659. sideOrientation?: number;
  21660. frontUVs?: Vector4;
  21661. backUVs?: Vector4;
  21662. }): VertexData;
  21663. /**
  21664. * Creates the VertexData of the LineSystem
  21665. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  21666. * - lines an array of lines, each line being an array of successive Vector3
  21667. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  21668. * @returns the VertexData of the LineSystem
  21669. */
  21670. static CreateLineSystem(options: {
  21671. lines: Vector3[][];
  21672. colors?: Nullable<Color4[][]>;
  21673. }): VertexData;
  21674. /**
  21675. * Create the VertexData for a DashedLines
  21676. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  21677. * - points an array successive Vector3
  21678. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  21679. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  21680. * - dashNb the intended total number of dashes, optional, default 200
  21681. * @returns the VertexData for the DashedLines
  21682. */
  21683. static CreateDashedLines(options: {
  21684. points: Vector3[];
  21685. dashSize?: number;
  21686. gapSize?: number;
  21687. dashNb?: number;
  21688. }): VertexData;
  21689. /**
  21690. * Creates the VertexData for a Ground
  21691. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  21692. * - width the width (x direction) of the ground, optional, default 1
  21693. * - height the height (z direction) of the ground, optional, default 1
  21694. * - subdivisions the number of subdivisions per side, optional, default 1
  21695. * @returns the VertexData of the Ground
  21696. */
  21697. static CreateGround(options: {
  21698. width?: number;
  21699. height?: number;
  21700. subdivisions?: number;
  21701. subdivisionsX?: number;
  21702. subdivisionsY?: number;
  21703. }): VertexData;
  21704. /**
  21705. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  21706. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  21707. * * xmin the ground minimum X coordinate, optional, default -1
  21708. * * zmin the ground minimum Z coordinate, optional, default -1
  21709. * * xmax the ground maximum X coordinate, optional, default 1
  21710. * * zmax the ground maximum Z coordinate, optional, default 1
  21711. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  21712. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  21713. * @returns the VertexData of the TiledGround
  21714. */
  21715. static CreateTiledGround(options: {
  21716. xmin: number;
  21717. zmin: number;
  21718. xmax: number;
  21719. zmax: number;
  21720. subdivisions?: {
  21721. w: number;
  21722. h: number;
  21723. };
  21724. precision?: {
  21725. w: number;
  21726. h: number;
  21727. };
  21728. }): VertexData;
  21729. /**
  21730. * Creates the VertexData of the Ground designed from a heightmap
  21731. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  21732. * * width the width (x direction) of the ground
  21733. * * height the height (z direction) of the ground
  21734. * * subdivisions the number of subdivisions per side
  21735. * * minHeight the minimum altitude on the ground, optional, default 0
  21736. * * maxHeight the maximum altitude on the ground, optional default 1
  21737. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  21738. * * buffer the array holding the image color data
  21739. * * bufferWidth the width of image
  21740. * * bufferHeight the height of image
  21741. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  21742. * @returns the VertexData of the Ground designed from a heightmap
  21743. */
  21744. static CreateGroundFromHeightMap(options: {
  21745. width: number;
  21746. height: number;
  21747. subdivisions: number;
  21748. minHeight: number;
  21749. maxHeight: number;
  21750. colorFilter: Color3;
  21751. buffer: Uint8Array;
  21752. bufferWidth: number;
  21753. bufferHeight: number;
  21754. alphaFilter: number;
  21755. }): VertexData;
  21756. /**
  21757. * Creates the VertexData for a Plane
  21758. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  21759. * * size sets the width and height of the plane to the value of size, optional default 1
  21760. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  21761. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  21762. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21763. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21764. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21765. * @returns the VertexData of the box
  21766. */
  21767. static CreatePlane(options: {
  21768. size?: number;
  21769. width?: number;
  21770. height?: number;
  21771. sideOrientation?: number;
  21772. frontUVs?: Vector4;
  21773. backUVs?: Vector4;
  21774. }): VertexData;
  21775. /**
  21776. * Creates the VertexData of the Disc or regular Polygon
  21777. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  21778. * * radius the radius of the disc, optional default 0.5
  21779. * * tessellation the number of polygon sides, optional, default 64
  21780. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  21781. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21782. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21783. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21784. * @returns the VertexData of the box
  21785. */
  21786. static CreateDisc(options: {
  21787. radius?: number;
  21788. tessellation?: number;
  21789. arc?: number;
  21790. sideOrientation?: number;
  21791. frontUVs?: Vector4;
  21792. backUVs?: Vector4;
  21793. }): VertexData;
  21794. /**
  21795. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  21796. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  21797. * @param polygon a mesh built from polygonTriangulation.build()
  21798. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21799. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  21800. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  21801. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21802. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21803. * @returns the VertexData of the Polygon
  21804. */
  21805. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  21806. /**
  21807. * Creates the VertexData of the IcoSphere
  21808. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  21809. * * radius the radius of the IcoSphere, optional default 1
  21810. * * radiusX allows stretching in the x direction, optional, default radius
  21811. * * radiusY allows stretching in the y direction, optional, default radius
  21812. * * radiusZ allows stretching in the z direction, optional, default radius
  21813. * * flat when true creates a flat shaded mesh, optional, default true
  21814. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  21815. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21816. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21817. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21818. * @returns the VertexData of the IcoSphere
  21819. */
  21820. static CreateIcoSphere(options: {
  21821. radius?: number;
  21822. radiusX?: number;
  21823. radiusY?: number;
  21824. radiusZ?: number;
  21825. flat?: boolean;
  21826. subdivisions?: number;
  21827. sideOrientation?: number;
  21828. frontUVs?: Vector4;
  21829. backUVs?: Vector4;
  21830. }): VertexData;
  21831. /**
  21832. * Creates the VertexData for a Polyhedron
  21833. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  21834. * * type provided types are:
  21835. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  21836. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  21837. * * size the size of the IcoSphere, optional default 1
  21838. * * sizeX allows stretching in the x direction, optional, default size
  21839. * * sizeY allows stretching in the y direction, optional, default size
  21840. * * sizeZ allows stretching in the z direction, optional, default size
  21841. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  21842. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  21843. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  21844. * * flat when true creates a flat shaded mesh, optional, default true
  21845. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  21846. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21847. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21848. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21849. * @returns the VertexData of the Polyhedron
  21850. */
  21851. static CreatePolyhedron(options: {
  21852. type?: number;
  21853. size?: number;
  21854. sizeX?: number;
  21855. sizeY?: number;
  21856. sizeZ?: number;
  21857. custom?: any;
  21858. faceUV?: Vector4[];
  21859. faceColors?: Color4[];
  21860. flat?: boolean;
  21861. sideOrientation?: number;
  21862. frontUVs?: Vector4;
  21863. backUVs?: Vector4;
  21864. }): VertexData;
  21865. /**
  21866. * Creates the VertexData for a TorusKnot
  21867. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  21868. * * radius the radius of the torus knot, optional, default 2
  21869. * * tube the thickness of the tube, optional, default 0.5
  21870. * * radialSegments the number of sides on each tube segments, optional, default 32
  21871. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  21872. * * p the number of windings around the z axis, optional, default 2
  21873. * * q the number of windings around the x axis, optional, default 3
  21874. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21875. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21876. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21877. * @returns the VertexData of the Torus Knot
  21878. */
  21879. static CreateTorusKnot(options: {
  21880. radius?: number;
  21881. tube?: number;
  21882. radialSegments?: number;
  21883. tubularSegments?: number;
  21884. p?: number;
  21885. q?: number;
  21886. sideOrientation?: number;
  21887. frontUVs?: Vector4;
  21888. backUVs?: Vector4;
  21889. }): VertexData;
  21890. /**
  21891. * Compute normals for given positions and indices
  21892. * @param positions an array of vertex positions, [...., x, y, z, ......]
  21893. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  21894. * @param normals an array of vertex normals, [...., x, y, z, ......]
  21895. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  21896. * * facetNormals : optional array of facet normals (vector3)
  21897. * * facetPositions : optional array of facet positions (vector3)
  21898. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  21899. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  21900. * * bInfo : optional bounding info, required for facetPartitioning computation
  21901. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  21902. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  21903. * * useRightHandedSystem: optional boolean to for right handed system computation
  21904. * * depthSort : optional boolean to enable the facet depth sort computation
  21905. * * distanceTo : optional Vector3 to compute the facet depth from this location
  21906. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  21907. */
  21908. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  21909. facetNormals?: any;
  21910. facetPositions?: any;
  21911. facetPartitioning?: any;
  21912. ratio?: number;
  21913. bInfo?: any;
  21914. bbSize?: Vector3;
  21915. subDiv?: any;
  21916. useRightHandedSystem?: boolean;
  21917. depthSort?: boolean;
  21918. distanceTo?: Vector3;
  21919. depthSortedFacets?: any;
  21920. }): void;
  21921. /** @hidden */
  21922. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  21923. /**
  21924. * Applies VertexData created from the imported parameters to the geometry
  21925. * @param parsedVertexData the parsed data from an imported file
  21926. * @param geometry the geometry to apply the VertexData to
  21927. */
  21928. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  21929. }
  21930. }
  21931. declare module BABYLON {
  21932. /**
  21933. * Defines a target to use with MorphTargetManager
  21934. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  21935. */
  21936. export class MorphTarget implements IAnimatable {
  21937. /** defines the name of the target */
  21938. name: string;
  21939. /**
  21940. * Gets or sets the list of animations
  21941. */
  21942. animations: Animation[];
  21943. private _scene;
  21944. private _positions;
  21945. private _normals;
  21946. private _tangents;
  21947. private _uvs;
  21948. private _influence;
  21949. /**
  21950. * Observable raised when the influence changes
  21951. */
  21952. onInfluenceChanged: Observable<boolean>;
  21953. /** @hidden */
  21954. _onDataLayoutChanged: Observable<void>;
  21955. /**
  21956. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  21957. */
  21958. influence: number;
  21959. /**
  21960. * Gets or sets the id of the morph Target
  21961. */
  21962. id: string;
  21963. private _animationPropertiesOverride;
  21964. /**
  21965. * Gets or sets the animation properties override
  21966. */
  21967. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  21968. /**
  21969. * Creates a new MorphTarget
  21970. * @param name defines the name of the target
  21971. * @param influence defines the influence to use
  21972. * @param scene defines the scene the morphtarget belongs to
  21973. */
  21974. constructor(
  21975. /** defines the name of the target */
  21976. name: string, influence?: number, scene?: Nullable<Scene>);
  21977. /**
  21978. * Gets a boolean defining if the target contains position data
  21979. */
  21980. readonly hasPositions: boolean;
  21981. /**
  21982. * Gets a boolean defining if the target contains normal data
  21983. */
  21984. readonly hasNormals: boolean;
  21985. /**
  21986. * Gets a boolean defining if the target contains tangent data
  21987. */
  21988. readonly hasTangents: boolean;
  21989. /**
  21990. * Gets a boolean defining if the target contains texture coordinates data
  21991. */
  21992. readonly hasUVs: boolean;
  21993. /**
  21994. * Affects position data to this target
  21995. * @param data defines the position data to use
  21996. */
  21997. setPositions(data: Nullable<FloatArray>): void;
  21998. /**
  21999. * Gets the position data stored in this target
  22000. * @returns a FloatArray containing the position data (or null if not present)
  22001. */
  22002. getPositions(): Nullable<FloatArray>;
  22003. /**
  22004. * Affects normal data to this target
  22005. * @param data defines the normal data to use
  22006. */
  22007. setNormals(data: Nullable<FloatArray>): void;
  22008. /**
  22009. * Gets the normal data stored in this target
  22010. * @returns a FloatArray containing the normal data (or null if not present)
  22011. */
  22012. getNormals(): Nullable<FloatArray>;
  22013. /**
  22014. * Affects tangent data to this target
  22015. * @param data defines the tangent data to use
  22016. */
  22017. setTangents(data: Nullable<FloatArray>): void;
  22018. /**
  22019. * Gets the tangent data stored in this target
  22020. * @returns a FloatArray containing the tangent data (or null if not present)
  22021. */
  22022. getTangents(): Nullable<FloatArray>;
  22023. /**
  22024. * Affects texture coordinates data to this target
  22025. * @param data defines the texture coordinates data to use
  22026. */
  22027. setUVs(data: Nullable<FloatArray>): void;
  22028. /**
  22029. * Gets the texture coordinates data stored in this target
  22030. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22031. */
  22032. getUVs(): Nullable<FloatArray>;
  22033. /**
  22034. * Serializes the current target into a Serialization object
  22035. * @returns the serialized object
  22036. */
  22037. serialize(): any;
  22038. /**
  22039. * Returns the string "MorphTarget"
  22040. * @returns "MorphTarget"
  22041. */
  22042. getClassName(): string;
  22043. /**
  22044. * Creates a new target from serialized data
  22045. * @param serializationObject defines the serialized data to use
  22046. * @returns a new MorphTarget
  22047. */
  22048. static Parse(serializationObject: any): MorphTarget;
  22049. /**
  22050. * Creates a MorphTarget from mesh data
  22051. * @param mesh defines the source mesh
  22052. * @param name defines the name to use for the new target
  22053. * @param influence defines the influence to attach to the target
  22054. * @returns a new MorphTarget
  22055. */
  22056. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22057. }
  22058. }
  22059. declare module BABYLON {
  22060. /**
  22061. * This class is used to deform meshes using morphing between different targets
  22062. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22063. */
  22064. export class MorphTargetManager {
  22065. private _targets;
  22066. private _targetInfluenceChangedObservers;
  22067. private _targetDataLayoutChangedObservers;
  22068. private _activeTargets;
  22069. private _scene;
  22070. private _influences;
  22071. private _supportsNormals;
  22072. private _supportsTangents;
  22073. private _supportsUVs;
  22074. private _vertexCount;
  22075. private _uniqueId;
  22076. private _tempInfluences;
  22077. /**
  22078. * Gets or sets a boolean indicating if normals must be morphed
  22079. */
  22080. enableNormalMorphing: boolean;
  22081. /**
  22082. * Gets or sets a boolean indicating if tangents must be morphed
  22083. */
  22084. enableTangentMorphing: boolean;
  22085. /**
  22086. * Gets or sets a boolean indicating if UV must be morphed
  22087. */
  22088. enableUVMorphing: boolean;
  22089. /**
  22090. * Creates a new MorphTargetManager
  22091. * @param scene defines the current scene
  22092. */
  22093. constructor(scene?: Nullable<Scene>);
  22094. /**
  22095. * Gets the unique ID of this manager
  22096. */
  22097. readonly uniqueId: number;
  22098. /**
  22099. * Gets the number of vertices handled by this manager
  22100. */
  22101. readonly vertexCount: number;
  22102. /**
  22103. * Gets a boolean indicating if this manager supports morphing of normals
  22104. */
  22105. readonly supportsNormals: boolean;
  22106. /**
  22107. * Gets a boolean indicating if this manager supports morphing of tangents
  22108. */
  22109. readonly supportsTangents: boolean;
  22110. /**
  22111. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22112. */
  22113. readonly supportsUVs: boolean;
  22114. /**
  22115. * Gets the number of targets stored in this manager
  22116. */
  22117. readonly numTargets: number;
  22118. /**
  22119. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22120. */
  22121. readonly numInfluencers: number;
  22122. /**
  22123. * Gets the list of influences (one per target)
  22124. */
  22125. readonly influences: Float32Array;
  22126. /**
  22127. * Gets the active target at specified index. An active target is a target with an influence > 0
  22128. * @param index defines the index to check
  22129. * @returns the requested target
  22130. */
  22131. getActiveTarget(index: number): MorphTarget;
  22132. /**
  22133. * Gets the target at specified index
  22134. * @param index defines the index to check
  22135. * @returns the requested target
  22136. */
  22137. getTarget(index: number): MorphTarget;
  22138. /**
  22139. * Add a new target to this manager
  22140. * @param target defines the target to add
  22141. */
  22142. addTarget(target: MorphTarget): void;
  22143. /**
  22144. * Removes a target from the manager
  22145. * @param target defines the target to remove
  22146. */
  22147. removeTarget(target: MorphTarget): void;
  22148. /**
  22149. * Serializes the current manager into a Serialization object
  22150. * @returns the serialized object
  22151. */
  22152. serialize(): any;
  22153. private _syncActiveTargets;
  22154. /**
  22155. * Syncrhonize the targets with all the meshes using this morph target manager
  22156. */
  22157. synchronize(): void;
  22158. /**
  22159. * Creates a new MorphTargetManager from serialized data
  22160. * @param serializationObject defines the serialized data
  22161. * @param scene defines the hosting scene
  22162. * @returns the new MorphTargetManager
  22163. */
  22164. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22165. }
  22166. }
  22167. declare module BABYLON {
  22168. /**
  22169. * Class used to represent a specific level of detail of a mesh
  22170. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22171. */
  22172. export class MeshLODLevel {
  22173. /** Defines the distance where this level should start being displayed */
  22174. distance: number;
  22175. /** Defines the mesh to use to render this level */
  22176. mesh: Nullable<Mesh>;
  22177. /**
  22178. * Creates a new LOD level
  22179. * @param distance defines the distance where this level should star being displayed
  22180. * @param mesh defines the mesh to use to render this level
  22181. */
  22182. constructor(
  22183. /** Defines the distance where this level should start being displayed */
  22184. distance: number,
  22185. /** Defines the mesh to use to render this level */
  22186. mesh: Nullable<Mesh>);
  22187. }
  22188. }
  22189. declare module BABYLON {
  22190. /**
  22191. * Mesh representing the gorund
  22192. */
  22193. export class GroundMesh extends Mesh {
  22194. /** If octree should be generated */
  22195. generateOctree: boolean;
  22196. private _heightQuads;
  22197. /** @hidden */
  22198. _subdivisionsX: number;
  22199. /** @hidden */
  22200. _subdivisionsY: number;
  22201. /** @hidden */
  22202. _width: number;
  22203. /** @hidden */
  22204. _height: number;
  22205. /** @hidden */
  22206. _minX: number;
  22207. /** @hidden */
  22208. _maxX: number;
  22209. /** @hidden */
  22210. _minZ: number;
  22211. /** @hidden */
  22212. _maxZ: number;
  22213. constructor(name: string, scene: Scene);
  22214. /**
  22215. * "GroundMesh"
  22216. * @returns "GroundMesh"
  22217. */
  22218. getClassName(): string;
  22219. /**
  22220. * The minimum of x and y subdivisions
  22221. */
  22222. readonly subdivisions: number;
  22223. /**
  22224. * X subdivisions
  22225. */
  22226. readonly subdivisionsX: number;
  22227. /**
  22228. * Y subdivisions
  22229. */
  22230. readonly subdivisionsY: number;
  22231. /**
  22232. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22233. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22234. * @param chunksCount the number of subdivisions for x and y
  22235. * @param octreeBlocksSize (Default: 32)
  22236. */
  22237. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22238. /**
  22239. * Returns a height (y) value in the Worl system :
  22240. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22241. * @param x x coordinate
  22242. * @param z z coordinate
  22243. * @returns the ground y position if (x, z) are outside the ground surface.
  22244. */
  22245. getHeightAtCoordinates(x: number, z: number): number;
  22246. /**
  22247. * Returns a normalized vector (Vector3) orthogonal to the ground
  22248. * at the ground coordinates (x, z) expressed in the World system.
  22249. * @param x x coordinate
  22250. * @param z z coordinate
  22251. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22252. */
  22253. getNormalAtCoordinates(x: number, z: number): Vector3;
  22254. /**
  22255. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22256. * at the ground coordinates (x, z) expressed in the World system.
  22257. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22258. * @param x x coordinate
  22259. * @param z z coordinate
  22260. * @param ref vector to store the result
  22261. * @returns the GroundMesh.
  22262. */
  22263. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22264. /**
  22265. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22266. * if the ground has been updated.
  22267. * This can be used in the render loop.
  22268. * @returns the GroundMesh.
  22269. */
  22270. updateCoordinateHeights(): GroundMesh;
  22271. private _getFacetAt;
  22272. private _initHeightQuads;
  22273. private _computeHeightQuads;
  22274. /**
  22275. * Serializes this ground mesh
  22276. * @param serializationObject object to write serialization to
  22277. */
  22278. serialize(serializationObject: any): void;
  22279. /**
  22280. * Parses a serialized ground mesh
  22281. * @param parsedMesh the serialized mesh
  22282. * @param scene the scene to create the ground mesh in
  22283. * @returns the created ground mesh
  22284. */
  22285. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22286. }
  22287. }
  22288. declare module BABYLON {
  22289. /**
  22290. * Interface for Physics-Joint data
  22291. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22292. */
  22293. export interface PhysicsJointData {
  22294. /**
  22295. * The main pivot of the joint
  22296. */
  22297. mainPivot?: Vector3;
  22298. /**
  22299. * The connected pivot of the joint
  22300. */
  22301. connectedPivot?: Vector3;
  22302. /**
  22303. * The main axis of the joint
  22304. */
  22305. mainAxis?: Vector3;
  22306. /**
  22307. * The connected axis of the joint
  22308. */
  22309. connectedAxis?: Vector3;
  22310. /**
  22311. * The collision of the joint
  22312. */
  22313. collision?: boolean;
  22314. /**
  22315. * Native Oimo/Cannon/Energy data
  22316. */
  22317. nativeParams?: any;
  22318. }
  22319. /**
  22320. * This is a holder class for the physics joint created by the physics plugin
  22321. * It holds a set of functions to control the underlying joint
  22322. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22323. */
  22324. export class PhysicsJoint {
  22325. /**
  22326. * The type of the physics joint
  22327. */
  22328. type: number;
  22329. /**
  22330. * The data for the physics joint
  22331. */
  22332. jointData: PhysicsJointData;
  22333. private _physicsJoint;
  22334. protected _physicsPlugin: IPhysicsEnginePlugin;
  22335. /**
  22336. * Initializes the physics joint
  22337. * @param type The type of the physics joint
  22338. * @param jointData The data for the physics joint
  22339. */
  22340. constructor(
  22341. /**
  22342. * The type of the physics joint
  22343. */
  22344. type: number,
  22345. /**
  22346. * The data for the physics joint
  22347. */
  22348. jointData: PhysicsJointData);
  22349. /**
  22350. * Gets the physics joint
  22351. */
  22352. /**
  22353. * Sets the physics joint
  22354. */
  22355. physicsJoint: any;
  22356. /**
  22357. * Sets the physics plugin
  22358. */
  22359. physicsPlugin: IPhysicsEnginePlugin;
  22360. /**
  22361. * Execute a function that is physics-plugin specific.
  22362. * @param {Function} func the function that will be executed.
  22363. * It accepts two parameters: the physics world and the physics joint
  22364. */
  22365. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22366. /**
  22367. * Distance-Joint type
  22368. */
  22369. static DistanceJoint: number;
  22370. /**
  22371. * Hinge-Joint type
  22372. */
  22373. static HingeJoint: number;
  22374. /**
  22375. * Ball-and-Socket joint type
  22376. */
  22377. static BallAndSocketJoint: number;
  22378. /**
  22379. * Wheel-Joint type
  22380. */
  22381. static WheelJoint: number;
  22382. /**
  22383. * Slider-Joint type
  22384. */
  22385. static SliderJoint: number;
  22386. /**
  22387. * Prismatic-Joint type
  22388. */
  22389. static PrismaticJoint: number;
  22390. /**
  22391. * Universal-Joint type
  22392. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22393. */
  22394. static UniversalJoint: number;
  22395. /**
  22396. * Hinge-Joint 2 type
  22397. */
  22398. static Hinge2Joint: number;
  22399. /**
  22400. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22401. */
  22402. static PointToPointJoint: number;
  22403. /**
  22404. * Spring-Joint type
  22405. */
  22406. static SpringJoint: number;
  22407. /**
  22408. * Lock-Joint type
  22409. */
  22410. static LockJoint: number;
  22411. }
  22412. /**
  22413. * A class representing a physics distance joint
  22414. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22415. */
  22416. export class DistanceJoint extends PhysicsJoint {
  22417. /**
  22418. *
  22419. * @param jointData The data for the Distance-Joint
  22420. */
  22421. constructor(jointData: DistanceJointData);
  22422. /**
  22423. * Update the predefined distance.
  22424. * @param maxDistance The maximum preferred distance
  22425. * @param minDistance The minimum preferred distance
  22426. */
  22427. updateDistance(maxDistance: number, minDistance?: number): void;
  22428. }
  22429. /**
  22430. * Represents a Motor-Enabled Joint
  22431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22432. */
  22433. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22434. /**
  22435. * Initializes the Motor-Enabled Joint
  22436. * @param type The type of the joint
  22437. * @param jointData The physica joint data for the joint
  22438. */
  22439. constructor(type: number, jointData: PhysicsJointData);
  22440. /**
  22441. * Set the motor values.
  22442. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22443. * @param force the force to apply
  22444. * @param maxForce max force for this motor.
  22445. */
  22446. setMotor(force?: number, maxForce?: number): void;
  22447. /**
  22448. * Set the motor's limits.
  22449. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22450. * @param upperLimit The upper limit of the motor
  22451. * @param lowerLimit The lower limit of the motor
  22452. */
  22453. setLimit(upperLimit: number, lowerLimit?: number): void;
  22454. }
  22455. /**
  22456. * This class represents a single physics Hinge-Joint
  22457. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22458. */
  22459. export class HingeJoint extends MotorEnabledJoint {
  22460. /**
  22461. * Initializes the Hinge-Joint
  22462. * @param jointData The joint data for the Hinge-Joint
  22463. */
  22464. constructor(jointData: PhysicsJointData);
  22465. /**
  22466. * Set the motor values.
  22467. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22468. * @param {number} force the force to apply
  22469. * @param {number} maxForce max force for this motor.
  22470. */
  22471. setMotor(force?: number, maxForce?: number): void;
  22472. /**
  22473. * Set the motor's limits.
  22474. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22475. * @param upperLimit The upper limit of the motor
  22476. * @param lowerLimit The lower limit of the motor
  22477. */
  22478. setLimit(upperLimit: number, lowerLimit?: number): void;
  22479. }
  22480. /**
  22481. * This class represents a dual hinge physics joint (same as wheel joint)
  22482. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22483. */
  22484. export class Hinge2Joint extends MotorEnabledJoint {
  22485. /**
  22486. * Initializes the Hinge2-Joint
  22487. * @param jointData The joint data for the Hinge2-Joint
  22488. */
  22489. constructor(jointData: PhysicsJointData);
  22490. /**
  22491. * Set the motor values.
  22492. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22493. * @param {number} targetSpeed the speed the motor is to reach
  22494. * @param {number} maxForce max force for this motor.
  22495. * @param {motorIndex} the motor's index, 0 or 1.
  22496. */
  22497. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22498. /**
  22499. * Set the motor limits.
  22500. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22501. * @param {number} upperLimit the upper limit
  22502. * @param {number} lowerLimit lower limit
  22503. * @param {motorIndex} the motor's index, 0 or 1.
  22504. */
  22505. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22506. }
  22507. /**
  22508. * Interface for a motor enabled joint
  22509. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22510. */
  22511. export interface IMotorEnabledJoint {
  22512. /**
  22513. * Physics joint
  22514. */
  22515. physicsJoint: any;
  22516. /**
  22517. * Sets the motor of the motor-enabled joint
  22518. * @param force The force of the motor
  22519. * @param maxForce The maximum force of the motor
  22520. * @param motorIndex The index of the motor
  22521. */
  22522. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22523. /**
  22524. * Sets the limit of the motor
  22525. * @param upperLimit The upper limit of the motor
  22526. * @param lowerLimit The lower limit of the motor
  22527. * @param motorIndex The index of the motor
  22528. */
  22529. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22530. }
  22531. /**
  22532. * Joint data for a Distance-Joint
  22533. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22534. */
  22535. export interface DistanceJointData extends PhysicsJointData {
  22536. /**
  22537. * Max distance the 2 joint objects can be apart
  22538. */
  22539. maxDistance: number;
  22540. }
  22541. /**
  22542. * Joint data from a spring joint
  22543. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22544. */
  22545. export interface SpringJointData extends PhysicsJointData {
  22546. /**
  22547. * Length of the spring
  22548. */
  22549. length: number;
  22550. /**
  22551. * Stiffness of the spring
  22552. */
  22553. stiffness: number;
  22554. /**
  22555. * Damping of the spring
  22556. */
  22557. damping: number;
  22558. /** this callback will be called when applying the force to the impostors. */
  22559. forceApplicationCallback: () => void;
  22560. }
  22561. }
  22562. declare module BABYLON {
  22563. /**
  22564. * Holds the data for the raycast result
  22565. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22566. */
  22567. export class PhysicsRaycastResult {
  22568. private _hasHit;
  22569. private _hitDistance;
  22570. private _hitNormalWorld;
  22571. private _hitPointWorld;
  22572. private _rayFromWorld;
  22573. private _rayToWorld;
  22574. /**
  22575. * Gets if there was a hit
  22576. */
  22577. readonly hasHit: boolean;
  22578. /**
  22579. * Gets the distance from the hit
  22580. */
  22581. readonly hitDistance: number;
  22582. /**
  22583. * Gets the hit normal/direction in the world
  22584. */
  22585. readonly hitNormalWorld: Vector3;
  22586. /**
  22587. * Gets the hit point in the world
  22588. */
  22589. readonly hitPointWorld: Vector3;
  22590. /**
  22591. * Gets the ray "start point" of the ray in the world
  22592. */
  22593. readonly rayFromWorld: Vector3;
  22594. /**
  22595. * Gets the ray "end point" of the ray in the world
  22596. */
  22597. readonly rayToWorld: Vector3;
  22598. /**
  22599. * Sets the hit data (normal & point in world space)
  22600. * @param hitNormalWorld defines the normal in world space
  22601. * @param hitPointWorld defines the point in world space
  22602. */
  22603. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  22604. /**
  22605. * Sets the distance from the start point to the hit point
  22606. * @param distance
  22607. */
  22608. setHitDistance(distance: number): void;
  22609. /**
  22610. * Calculates the distance manually
  22611. */
  22612. calculateHitDistance(): void;
  22613. /**
  22614. * Resets all the values to default
  22615. * @param from The from point on world space
  22616. * @param to The to point on world space
  22617. */
  22618. reset(from?: Vector3, to?: Vector3): void;
  22619. }
  22620. /**
  22621. * Interface for the size containing width and height
  22622. */
  22623. interface IXYZ {
  22624. /**
  22625. * X
  22626. */
  22627. x: number;
  22628. /**
  22629. * Y
  22630. */
  22631. y: number;
  22632. /**
  22633. * Z
  22634. */
  22635. z: number;
  22636. }
  22637. }
  22638. declare module BABYLON {
  22639. /**
  22640. * Interface used to describe a physics joint
  22641. */
  22642. export interface PhysicsImpostorJoint {
  22643. /** Defines the main impostor to which the joint is linked */
  22644. mainImpostor: PhysicsImpostor;
  22645. /** Defines the impostor that is connected to the main impostor using this joint */
  22646. connectedImpostor: PhysicsImpostor;
  22647. /** Defines the joint itself */
  22648. joint: PhysicsJoint;
  22649. }
  22650. /** @hidden */
  22651. export interface IPhysicsEnginePlugin {
  22652. world: any;
  22653. name: string;
  22654. setGravity(gravity: Vector3): void;
  22655. setTimeStep(timeStep: number): void;
  22656. getTimeStep(): number;
  22657. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  22658. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  22659. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  22660. generatePhysicsBody(impostor: PhysicsImpostor): void;
  22661. removePhysicsBody(impostor: PhysicsImpostor): void;
  22662. generateJoint(joint: PhysicsImpostorJoint): void;
  22663. removeJoint(joint: PhysicsImpostorJoint): void;
  22664. isSupported(): boolean;
  22665. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  22666. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  22667. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  22668. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  22669. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  22670. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  22671. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  22672. getBodyMass(impostor: PhysicsImpostor): number;
  22673. getBodyFriction(impostor: PhysicsImpostor): number;
  22674. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  22675. getBodyRestitution(impostor: PhysicsImpostor): number;
  22676. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  22677. getBodyPressure?(impostor: PhysicsImpostor): number;
  22678. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  22679. getBodyStiffness?(impostor: PhysicsImpostor): number;
  22680. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  22681. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  22682. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  22683. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  22684. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  22685. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  22686. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  22687. sleepBody(impostor: PhysicsImpostor): void;
  22688. wakeUpBody(impostor: PhysicsImpostor): void;
  22689. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  22690. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  22691. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  22692. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22693. getRadius(impostor: PhysicsImpostor): number;
  22694. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  22695. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  22696. dispose(): void;
  22697. }
  22698. /**
  22699. * Interface used to define a physics engine
  22700. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  22701. */
  22702. export interface IPhysicsEngine {
  22703. /**
  22704. * Gets the gravity vector used by the simulation
  22705. */
  22706. gravity: Vector3;
  22707. /**
  22708. * Sets the gravity vector used by the simulation
  22709. * @param gravity defines the gravity vector to use
  22710. */
  22711. setGravity(gravity: Vector3): void;
  22712. /**
  22713. * Set the time step of the physics engine.
  22714. * Default is 1/60.
  22715. * To slow it down, enter 1/600 for example.
  22716. * To speed it up, 1/30
  22717. * @param newTimeStep the new timestep to apply to this world.
  22718. */
  22719. setTimeStep(newTimeStep: number): void;
  22720. /**
  22721. * Get the time step of the physics engine.
  22722. * @returns the current time step
  22723. */
  22724. getTimeStep(): number;
  22725. /**
  22726. * Release all resources
  22727. */
  22728. dispose(): void;
  22729. /**
  22730. * Gets the name of the current physics plugin
  22731. * @returns the name of the plugin
  22732. */
  22733. getPhysicsPluginName(): string;
  22734. /**
  22735. * Adding a new impostor for the impostor tracking.
  22736. * This will be done by the impostor itself.
  22737. * @param impostor the impostor to add
  22738. */
  22739. addImpostor(impostor: PhysicsImpostor): void;
  22740. /**
  22741. * Remove an impostor from the engine.
  22742. * This impostor and its mesh will not longer be updated by the physics engine.
  22743. * @param impostor the impostor to remove
  22744. */
  22745. removeImpostor(impostor: PhysicsImpostor): void;
  22746. /**
  22747. * Add a joint to the physics engine
  22748. * @param mainImpostor defines the main impostor to which the joint is added.
  22749. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  22750. * @param joint defines the joint that will connect both impostors.
  22751. */
  22752. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  22753. /**
  22754. * Removes a joint from the simulation
  22755. * @param mainImpostor defines the impostor used with the joint
  22756. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  22757. * @param joint defines the joint to remove
  22758. */
  22759. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  22760. /**
  22761. * Gets the current plugin used to run the simulation
  22762. * @returns current plugin
  22763. */
  22764. getPhysicsPlugin(): IPhysicsEnginePlugin;
  22765. /**
  22766. * Gets the list of physic impostors
  22767. * @returns an array of PhysicsImpostor
  22768. */
  22769. getImpostors(): Array<PhysicsImpostor>;
  22770. /**
  22771. * Gets the impostor for a physics enabled object
  22772. * @param object defines the object impersonated by the impostor
  22773. * @returns the PhysicsImpostor or null if not found
  22774. */
  22775. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  22776. /**
  22777. * Gets the impostor for a physics body object
  22778. * @param body defines physics body used by the impostor
  22779. * @returns the PhysicsImpostor or null if not found
  22780. */
  22781. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  22782. /**
  22783. * Does a raycast in the physics world
  22784. * @param from when should the ray start?
  22785. * @param to when should the ray end?
  22786. * @returns PhysicsRaycastResult
  22787. */
  22788. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  22789. /**
  22790. * Called by the scene. No need to call it.
  22791. * @param delta defines the timespam between frames
  22792. */
  22793. _step(delta: number): void;
  22794. }
  22795. }
  22796. declare module BABYLON {
  22797. /**
  22798. * The interface for the physics imposter parameters
  22799. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22800. */
  22801. export interface PhysicsImpostorParameters {
  22802. /**
  22803. * The mass of the physics imposter
  22804. */
  22805. mass: number;
  22806. /**
  22807. * The friction of the physics imposter
  22808. */
  22809. friction?: number;
  22810. /**
  22811. * The coefficient of restitution of the physics imposter
  22812. */
  22813. restitution?: number;
  22814. /**
  22815. * The native options of the physics imposter
  22816. */
  22817. nativeOptions?: any;
  22818. /**
  22819. * Specifies if the parent should be ignored
  22820. */
  22821. ignoreParent?: boolean;
  22822. /**
  22823. * Specifies if bi-directional transformations should be disabled
  22824. */
  22825. disableBidirectionalTransformation?: boolean;
  22826. /**
  22827. * The pressure inside the physics imposter, soft object only
  22828. */
  22829. pressure?: number;
  22830. /**
  22831. * The stiffness the physics imposter, soft object only
  22832. */
  22833. stiffness?: number;
  22834. /**
  22835. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  22836. */
  22837. velocityIterations?: number;
  22838. /**
  22839. * The number of iterations used in maintaining consistent vertex positions, soft object only
  22840. */
  22841. positionIterations?: number;
  22842. /**
  22843. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  22844. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  22845. * Add to fix multiple points
  22846. */
  22847. fixedPoints?: number;
  22848. /**
  22849. * The collision margin around a soft object
  22850. */
  22851. margin?: number;
  22852. /**
  22853. * The collision margin around a soft object
  22854. */
  22855. damping?: number;
  22856. /**
  22857. * The path for a rope based on an extrusion
  22858. */
  22859. path?: any;
  22860. /**
  22861. * The shape of an extrusion used for a rope based on an extrusion
  22862. */
  22863. shape?: any;
  22864. }
  22865. /**
  22866. * Interface for a physics-enabled object
  22867. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22868. */
  22869. export interface IPhysicsEnabledObject {
  22870. /**
  22871. * The position of the physics-enabled object
  22872. */
  22873. position: Vector3;
  22874. /**
  22875. * The rotation of the physics-enabled object
  22876. */
  22877. rotationQuaternion: Nullable<Quaternion>;
  22878. /**
  22879. * The scale of the physics-enabled object
  22880. */
  22881. scaling: Vector3;
  22882. /**
  22883. * The rotation of the physics-enabled object
  22884. */
  22885. rotation?: Vector3;
  22886. /**
  22887. * The parent of the physics-enabled object
  22888. */
  22889. parent?: any;
  22890. /**
  22891. * The bounding info of the physics-enabled object
  22892. * @returns The bounding info of the physics-enabled object
  22893. */
  22894. getBoundingInfo(): BoundingInfo;
  22895. /**
  22896. * Computes the world matrix
  22897. * @param force Specifies if the world matrix should be computed by force
  22898. * @returns A world matrix
  22899. */
  22900. computeWorldMatrix(force: boolean): Matrix;
  22901. /**
  22902. * Gets the world matrix
  22903. * @returns A world matrix
  22904. */
  22905. getWorldMatrix?(): Matrix;
  22906. /**
  22907. * Gets the child meshes
  22908. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  22909. * @returns An array of abstract meshes
  22910. */
  22911. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  22912. /**
  22913. * Gets the vertex data
  22914. * @param kind The type of vertex data
  22915. * @returns A nullable array of numbers, or a float32 array
  22916. */
  22917. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  22918. /**
  22919. * Gets the indices from the mesh
  22920. * @returns A nullable array of index arrays
  22921. */
  22922. getIndices?(): Nullable<IndicesArray>;
  22923. /**
  22924. * Gets the scene from the mesh
  22925. * @returns the indices array or null
  22926. */
  22927. getScene?(): Scene;
  22928. /**
  22929. * Gets the absolute position from the mesh
  22930. * @returns the absolute position
  22931. */
  22932. getAbsolutePosition(): Vector3;
  22933. /**
  22934. * Gets the absolute pivot point from the mesh
  22935. * @returns the absolute pivot point
  22936. */
  22937. getAbsolutePivotPoint(): Vector3;
  22938. /**
  22939. * Rotates the mesh
  22940. * @param axis The axis of rotation
  22941. * @param amount The amount of rotation
  22942. * @param space The space of the rotation
  22943. * @returns The rotation transform node
  22944. */
  22945. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  22946. /**
  22947. * Translates the mesh
  22948. * @param axis The axis of translation
  22949. * @param distance The distance of translation
  22950. * @param space The space of the translation
  22951. * @returns The transform node
  22952. */
  22953. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  22954. /**
  22955. * Sets the absolute position of the mesh
  22956. * @param absolutePosition The absolute position of the mesh
  22957. * @returns The transform node
  22958. */
  22959. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  22960. /**
  22961. * Gets the class name of the mesh
  22962. * @returns The class name
  22963. */
  22964. getClassName(): string;
  22965. }
  22966. /**
  22967. * Represents a physics imposter
  22968. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22969. */
  22970. export class PhysicsImpostor {
  22971. /**
  22972. * The physics-enabled object used as the physics imposter
  22973. */
  22974. object: IPhysicsEnabledObject;
  22975. /**
  22976. * The type of the physics imposter
  22977. */
  22978. type: number;
  22979. private _options;
  22980. private _scene?;
  22981. /**
  22982. * The default object size of the imposter
  22983. */
  22984. static DEFAULT_OBJECT_SIZE: Vector3;
  22985. /**
  22986. * The identity quaternion of the imposter
  22987. */
  22988. static IDENTITY_QUATERNION: Quaternion;
  22989. /** @hidden */
  22990. _pluginData: any;
  22991. private _physicsEngine;
  22992. private _physicsBody;
  22993. private _bodyUpdateRequired;
  22994. private _onBeforePhysicsStepCallbacks;
  22995. private _onAfterPhysicsStepCallbacks;
  22996. /** @hidden */
  22997. _onPhysicsCollideCallbacks: Array<{
  22998. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  22999. otherImpostors: Array<PhysicsImpostor>;
  23000. }>;
  23001. private _deltaPosition;
  23002. private _deltaRotation;
  23003. private _deltaRotationConjugated;
  23004. /** @hidden */
  23005. _isFromLine: boolean;
  23006. private _parent;
  23007. private _isDisposed;
  23008. private static _tmpVecs;
  23009. private static _tmpQuat;
  23010. /**
  23011. * Specifies if the physics imposter is disposed
  23012. */
  23013. readonly isDisposed: boolean;
  23014. /**
  23015. * Gets the mass of the physics imposter
  23016. */
  23017. mass: number;
  23018. /**
  23019. * Gets the coefficient of friction
  23020. */
  23021. /**
  23022. * Sets the coefficient of friction
  23023. */
  23024. friction: number;
  23025. /**
  23026. * Gets the coefficient of restitution
  23027. */
  23028. /**
  23029. * Sets the coefficient of restitution
  23030. */
  23031. restitution: number;
  23032. /**
  23033. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23034. */
  23035. /**
  23036. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23037. */
  23038. pressure: number;
  23039. /**
  23040. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23041. */
  23042. /**
  23043. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23044. */
  23045. stiffness: number;
  23046. /**
  23047. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23048. */
  23049. /**
  23050. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23051. */
  23052. velocityIterations: number;
  23053. /**
  23054. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23055. */
  23056. /**
  23057. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23058. */
  23059. positionIterations: number;
  23060. /**
  23061. * The unique id of the physics imposter
  23062. * set by the physics engine when adding this impostor to the array
  23063. */
  23064. uniqueId: number;
  23065. /**
  23066. * @hidden
  23067. */
  23068. soft: boolean;
  23069. /**
  23070. * @hidden
  23071. */
  23072. segments: number;
  23073. private _joints;
  23074. /**
  23075. * Initializes the physics imposter
  23076. * @param object The physics-enabled object used as the physics imposter
  23077. * @param type The type of the physics imposter
  23078. * @param _options The options for the physics imposter
  23079. * @param _scene The Babylon scene
  23080. */
  23081. constructor(
  23082. /**
  23083. * The physics-enabled object used as the physics imposter
  23084. */
  23085. object: IPhysicsEnabledObject,
  23086. /**
  23087. * The type of the physics imposter
  23088. */
  23089. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23090. /**
  23091. * This function will completly initialize this impostor.
  23092. * It will create a new body - but only if this mesh has no parent.
  23093. * If it has, this impostor will not be used other than to define the impostor
  23094. * of the child mesh.
  23095. * @hidden
  23096. */
  23097. _init(): void;
  23098. private _getPhysicsParent;
  23099. /**
  23100. * Should a new body be generated.
  23101. * @returns boolean specifying if body initialization is required
  23102. */
  23103. isBodyInitRequired(): boolean;
  23104. /**
  23105. * Sets the updated scaling
  23106. * @param updated Specifies if the scaling is updated
  23107. */
  23108. setScalingUpdated(): void;
  23109. /**
  23110. * Force a regeneration of this or the parent's impostor's body.
  23111. * Use under cautious - This will remove all joints already implemented.
  23112. */
  23113. forceUpdate(): void;
  23114. /**
  23115. * Gets the body that holds this impostor. Either its own, or its parent.
  23116. */
  23117. /**
  23118. * Set the physics body. Used mainly by the physics engine/plugin
  23119. */
  23120. physicsBody: any;
  23121. /**
  23122. * Get the parent of the physics imposter
  23123. * @returns Physics imposter or null
  23124. */
  23125. /**
  23126. * Sets the parent of the physics imposter
  23127. */
  23128. parent: Nullable<PhysicsImpostor>;
  23129. /**
  23130. * Resets the update flags
  23131. */
  23132. resetUpdateFlags(): void;
  23133. /**
  23134. * Gets the object extend size
  23135. * @returns the object extend size
  23136. */
  23137. getObjectExtendSize(): Vector3;
  23138. /**
  23139. * Gets the object center
  23140. * @returns The object center
  23141. */
  23142. getObjectCenter(): Vector3;
  23143. /**
  23144. * Get a specific parametes from the options parameter
  23145. * @param paramName The object parameter name
  23146. * @returns The object parameter
  23147. */
  23148. getParam(paramName: string): any;
  23149. /**
  23150. * Sets a specific parameter in the options given to the physics plugin
  23151. * @param paramName The parameter name
  23152. * @param value The value of the parameter
  23153. */
  23154. setParam(paramName: string, value: number): void;
  23155. /**
  23156. * Specifically change the body's mass option. Won't recreate the physics body object
  23157. * @param mass The mass of the physics imposter
  23158. */
  23159. setMass(mass: number): void;
  23160. /**
  23161. * Gets the linear velocity
  23162. * @returns linear velocity or null
  23163. */
  23164. getLinearVelocity(): Nullable<Vector3>;
  23165. /**
  23166. * Sets the linear velocity
  23167. * @param velocity linear velocity or null
  23168. */
  23169. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23170. /**
  23171. * Gets the angular velocity
  23172. * @returns angular velocity or null
  23173. */
  23174. getAngularVelocity(): Nullable<Vector3>;
  23175. /**
  23176. * Sets the angular velocity
  23177. * @param velocity The velocity or null
  23178. */
  23179. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23180. /**
  23181. * Execute a function with the physics plugin native code
  23182. * Provide a function the will have two variables - the world object and the physics body object
  23183. * @param func The function to execute with the physics plugin native code
  23184. */
  23185. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23186. /**
  23187. * Register a function that will be executed before the physics world is stepping forward
  23188. * @param func The function to execute before the physics world is stepped forward
  23189. */
  23190. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23191. /**
  23192. * Unregister a function that will be executed before the physics world is stepping forward
  23193. * @param func The function to execute before the physics world is stepped forward
  23194. */
  23195. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23196. /**
  23197. * Register a function that will be executed after the physics step
  23198. * @param func The function to execute after physics step
  23199. */
  23200. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23201. /**
  23202. * Unregisters a function that will be executed after the physics step
  23203. * @param func The function to execute after physics step
  23204. */
  23205. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23206. /**
  23207. * register a function that will be executed when this impostor collides against a different body
  23208. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23209. * @param func Callback that is executed on collision
  23210. */
  23211. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23212. /**
  23213. * Unregisters the physics imposter on contact
  23214. * @param collideAgainst The physics object to collide against
  23215. * @param func Callback to execute on collision
  23216. */
  23217. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23218. private _tmpQuat;
  23219. private _tmpQuat2;
  23220. /**
  23221. * Get the parent rotation
  23222. * @returns The parent rotation
  23223. */
  23224. getParentsRotation(): Quaternion;
  23225. /**
  23226. * this function is executed by the physics engine.
  23227. */
  23228. beforeStep: () => void;
  23229. /**
  23230. * this function is executed by the physics engine
  23231. */
  23232. afterStep: () => void;
  23233. /**
  23234. * Legacy collision detection event support
  23235. */
  23236. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23237. /**
  23238. * event and body object due to cannon's event-based architecture.
  23239. */
  23240. onCollide: (e: {
  23241. body: any;
  23242. }) => void;
  23243. /**
  23244. * Apply a force
  23245. * @param force The force to apply
  23246. * @param contactPoint The contact point for the force
  23247. * @returns The physics imposter
  23248. */
  23249. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23250. /**
  23251. * Apply an impulse
  23252. * @param force The impulse force
  23253. * @param contactPoint The contact point for the impulse force
  23254. * @returns The physics imposter
  23255. */
  23256. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23257. /**
  23258. * A help function to create a joint
  23259. * @param otherImpostor A physics imposter used to create a joint
  23260. * @param jointType The type of joint
  23261. * @param jointData The data for the joint
  23262. * @returns The physics imposter
  23263. */
  23264. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23265. /**
  23266. * Add a joint to this impostor with a different impostor
  23267. * @param otherImpostor A physics imposter used to add a joint
  23268. * @param joint The joint to add
  23269. * @returns The physics imposter
  23270. */
  23271. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23272. /**
  23273. * Add an anchor to a cloth impostor
  23274. * @param otherImpostor rigid impostor to anchor to
  23275. * @param width ratio across width from 0 to 1
  23276. * @param height ratio up height from 0 to 1
  23277. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23278. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23279. * @returns impostor the soft imposter
  23280. */
  23281. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23282. /**
  23283. * Add a hook to a rope impostor
  23284. * @param otherImpostor rigid impostor to anchor to
  23285. * @param length ratio across rope from 0 to 1
  23286. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23287. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23288. * @returns impostor the rope imposter
  23289. */
  23290. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23291. /**
  23292. * Will keep this body still, in a sleep mode.
  23293. * @returns the physics imposter
  23294. */
  23295. sleep(): PhysicsImpostor;
  23296. /**
  23297. * Wake the body up.
  23298. * @returns The physics imposter
  23299. */
  23300. wakeUp(): PhysicsImpostor;
  23301. /**
  23302. * Clones the physics imposter
  23303. * @param newObject The physics imposter clones to this physics-enabled object
  23304. * @returns A nullable physics imposter
  23305. */
  23306. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23307. /**
  23308. * Disposes the physics imposter
  23309. */
  23310. dispose(): void;
  23311. /**
  23312. * Sets the delta position
  23313. * @param position The delta position amount
  23314. */
  23315. setDeltaPosition(position: Vector3): void;
  23316. /**
  23317. * Sets the delta rotation
  23318. * @param rotation The delta rotation amount
  23319. */
  23320. setDeltaRotation(rotation: Quaternion): void;
  23321. /**
  23322. * Gets the box size of the physics imposter and stores the result in the input parameter
  23323. * @param result Stores the box size
  23324. * @returns The physics imposter
  23325. */
  23326. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23327. /**
  23328. * Gets the radius of the physics imposter
  23329. * @returns Radius of the physics imposter
  23330. */
  23331. getRadius(): number;
  23332. /**
  23333. * Sync a bone with this impostor
  23334. * @param bone The bone to sync to the impostor.
  23335. * @param boneMesh The mesh that the bone is influencing.
  23336. * @param jointPivot The pivot of the joint / bone in local space.
  23337. * @param distToJoint Optional distance from the impostor to the joint.
  23338. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23339. */
  23340. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23341. /**
  23342. * Sync impostor to a bone
  23343. * @param bone The bone that the impostor will be synced to.
  23344. * @param boneMesh The mesh that the bone is influencing.
  23345. * @param jointPivot The pivot of the joint / bone in local space.
  23346. * @param distToJoint Optional distance from the impostor to the joint.
  23347. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23348. * @param boneAxis Optional vector3 axis the bone is aligned with
  23349. */
  23350. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23351. /**
  23352. * No-Imposter type
  23353. */
  23354. static NoImpostor: number;
  23355. /**
  23356. * Sphere-Imposter type
  23357. */
  23358. static SphereImpostor: number;
  23359. /**
  23360. * Box-Imposter type
  23361. */
  23362. static BoxImpostor: number;
  23363. /**
  23364. * Plane-Imposter type
  23365. */
  23366. static PlaneImpostor: number;
  23367. /**
  23368. * Mesh-imposter type
  23369. */
  23370. static MeshImpostor: number;
  23371. /**
  23372. * Capsule-Impostor type (Ammo.js plugin only)
  23373. */
  23374. static CapsuleImpostor: number;
  23375. /**
  23376. * Cylinder-Imposter type
  23377. */
  23378. static CylinderImpostor: number;
  23379. /**
  23380. * Particle-Imposter type
  23381. */
  23382. static ParticleImpostor: number;
  23383. /**
  23384. * Heightmap-Imposter type
  23385. */
  23386. static HeightmapImpostor: number;
  23387. /**
  23388. * ConvexHull-Impostor type (Ammo.js plugin only)
  23389. */
  23390. static ConvexHullImpostor: number;
  23391. /**
  23392. * Rope-Imposter type
  23393. */
  23394. static RopeImpostor: number;
  23395. /**
  23396. * Cloth-Imposter type
  23397. */
  23398. static ClothImpostor: number;
  23399. /**
  23400. * Softbody-Imposter type
  23401. */
  23402. static SoftbodyImpostor: number;
  23403. }
  23404. }
  23405. declare module BABYLON {
  23406. /**
  23407. * @hidden
  23408. **/
  23409. export class _CreationDataStorage {
  23410. closePath?: boolean;
  23411. closeArray?: boolean;
  23412. idx: number[];
  23413. dashSize: number;
  23414. gapSize: number;
  23415. path3D: Path3D;
  23416. pathArray: Vector3[][];
  23417. arc: number;
  23418. radius: number;
  23419. cap: number;
  23420. tessellation: number;
  23421. }
  23422. /**
  23423. * @hidden
  23424. **/
  23425. class _InstanceDataStorage {
  23426. visibleInstances: any;
  23427. batchCache: _InstancesBatch;
  23428. instancesBufferSize: number;
  23429. instancesBuffer: Nullable<Buffer>;
  23430. instancesData: Float32Array;
  23431. overridenInstanceCount: number;
  23432. isFrozen: boolean;
  23433. previousBatch: Nullable<_InstancesBatch>;
  23434. hardwareInstancedRendering: boolean;
  23435. sideOrientation: number;
  23436. }
  23437. /**
  23438. * @hidden
  23439. **/
  23440. export class _InstancesBatch {
  23441. mustReturn: boolean;
  23442. visibleInstances: Nullable<InstancedMesh[]>[];
  23443. renderSelf: boolean[];
  23444. hardwareInstancedRendering: boolean[];
  23445. }
  23446. /**
  23447. * Class used to represent renderable models
  23448. */
  23449. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23450. /**
  23451. * Mesh side orientation : usually the external or front surface
  23452. */
  23453. static readonly FRONTSIDE: number;
  23454. /**
  23455. * Mesh side orientation : usually the internal or back surface
  23456. */
  23457. static readonly BACKSIDE: number;
  23458. /**
  23459. * Mesh side orientation : both internal and external or front and back surfaces
  23460. */
  23461. static readonly DOUBLESIDE: number;
  23462. /**
  23463. * Mesh side orientation : by default, `FRONTSIDE`
  23464. */
  23465. static readonly DEFAULTSIDE: number;
  23466. /**
  23467. * Mesh cap setting : no cap
  23468. */
  23469. static readonly NO_CAP: number;
  23470. /**
  23471. * Mesh cap setting : one cap at the beginning of the mesh
  23472. */
  23473. static readonly CAP_START: number;
  23474. /**
  23475. * Mesh cap setting : one cap at the end of the mesh
  23476. */
  23477. static readonly CAP_END: number;
  23478. /**
  23479. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23480. */
  23481. static readonly CAP_ALL: number;
  23482. /**
  23483. * Mesh pattern setting : no flip or rotate
  23484. */
  23485. static readonly NO_FLIP: number;
  23486. /**
  23487. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23488. */
  23489. static readonly FLIP_TILE: number;
  23490. /**
  23491. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23492. */
  23493. static readonly ROTATE_TILE: number;
  23494. /**
  23495. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23496. */
  23497. static readonly FLIP_ROW: number;
  23498. /**
  23499. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23500. */
  23501. static readonly ROTATE_ROW: number;
  23502. /**
  23503. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23504. */
  23505. static readonly FLIP_N_ROTATE_TILE: number;
  23506. /**
  23507. * Mesh pattern setting : rotate pattern and rotate
  23508. */
  23509. static readonly FLIP_N_ROTATE_ROW: number;
  23510. /**
  23511. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23512. */
  23513. static readonly CENTER: number;
  23514. /**
  23515. * Mesh tile positioning : part tiles on left
  23516. */
  23517. static readonly LEFT: number;
  23518. /**
  23519. * Mesh tile positioning : part tiles on right
  23520. */
  23521. static readonly RIGHT: number;
  23522. /**
  23523. * Mesh tile positioning : part tiles on top
  23524. */
  23525. static readonly TOP: number;
  23526. /**
  23527. * Mesh tile positioning : part tiles on bottom
  23528. */
  23529. static readonly BOTTOM: number;
  23530. /**
  23531. * Gets the default side orientation.
  23532. * @param orientation the orientation to value to attempt to get
  23533. * @returns the default orientation
  23534. * @hidden
  23535. */
  23536. static _GetDefaultSideOrientation(orientation?: number): number;
  23537. private _internalMeshDataInfo;
  23538. /**
  23539. * An event triggered before rendering the mesh
  23540. */
  23541. readonly onBeforeRenderObservable: Observable<Mesh>;
  23542. /**
  23543. * An event triggered before binding the mesh
  23544. */
  23545. readonly onBeforeBindObservable: Observable<Mesh>;
  23546. /**
  23547. * An event triggered after rendering the mesh
  23548. */
  23549. readonly onAfterRenderObservable: Observable<Mesh>;
  23550. /**
  23551. * An event triggered before drawing the mesh
  23552. */
  23553. readonly onBeforeDrawObservable: Observable<Mesh>;
  23554. private _onBeforeDrawObserver;
  23555. /**
  23556. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  23557. */
  23558. onBeforeDraw: () => void;
  23559. readonly hasInstances: boolean;
  23560. /**
  23561. * Gets the delay loading state of the mesh (when delay loading is turned on)
  23562. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  23563. */
  23564. delayLoadState: number;
  23565. /**
  23566. * Gets the list of instances created from this mesh
  23567. * it is not supposed to be modified manually.
  23568. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  23569. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  23570. */
  23571. instances: InstancedMesh[];
  23572. /**
  23573. * Gets the file containing delay loading data for this mesh
  23574. */
  23575. delayLoadingFile: string;
  23576. /** @hidden */
  23577. _binaryInfo: any;
  23578. /**
  23579. * User defined function used to change how LOD level selection is done
  23580. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23581. */
  23582. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  23583. /**
  23584. * Gets or sets the morph target manager
  23585. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23586. */
  23587. morphTargetManager: Nullable<MorphTargetManager>;
  23588. /** @hidden */
  23589. _creationDataStorage: Nullable<_CreationDataStorage>;
  23590. /** @hidden */
  23591. _geometry: Nullable<Geometry>;
  23592. /** @hidden */
  23593. _delayInfo: Array<string>;
  23594. /** @hidden */
  23595. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  23596. /** @hidden */
  23597. _instanceDataStorage: _InstanceDataStorage;
  23598. private _effectiveMaterial;
  23599. /** @hidden */
  23600. _shouldGenerateFlatShading: boolean;
  23601. /** @hidden */
  23602. _originalBuilderSideOrientation: number;
  23603. /**
  23604. * Use this property to change the original side orientation defined at construction time
  23605. */
  23606. overrideMaterialSideOrientation: Nullable<number>;
  23607. /**
  23608. * Gets the source mesh (the one used to clone this one from)
  23609. */
  23610. readonly source: Nullable<Mesh>;
  23611. /**
  23612. * Gets or sets a boolean indicating that this mesh does not use index buffer
  23613. */
  23614. isUnIndexed: boolean;
  23615. /**
  23616. * @constructor
  23617. * @param name The value used by scene.getMeshByName() to do a lookup.
  23618. * @param scene The scene to add this mesh to.
  23619. * @param parent The parent of this mesh, if it has one
  23620. * @param source An optional Mesh from which geometry is shared, cloned.
  23621. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  23622. * When false, achieved by calling a clone(), also passing False.
  23623. * This will make creation of children, recursive.
  23624. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  23625. */
  23626. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  23627. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  23628. /**
  23629. * Gets the class name
  23630. * @returns the string "Mesh".
  23631. */
  23632. getClassName(): string;
  23633. /** @hidden */
  23634. readonly _isMesh: boolean;
  23635. /**
  23636. * Returns a description of this mesh
  23637. * @param fullDetails define if full details about this mesh must be used
  23638. * @returns a descriptive string representing this mesh
  23639. */
  23640. toString(fullDetails?: boolean): string;
  23641. /** @hidden */
  23642. _unBindEffect(): void;
  23643. /**
  23644. * Gets a boolean indicating if this mesh has LOD
  23645. */
  23646. readonly hasLODLevels: boolean;
  23647. /**
  23648. * Gets the list of MeshLODLevel associated with the current mesh
  23649. * @returns an array of MeshLODLevel
  23650. */
  23651. getLODLevels(): MeshLODLevel[];
  23652. private _sortLODLevels;
  23653. /**
  23654. * Add a mesh as LOD level triggered at the given distance.
  23655. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  23656. * @param distance The distance from the center of the object to show this level
  23657. * @param mesh The mesh to be added as LOD level (can be null)
  23658. * @return This mesh (for chaining)
  23659. */
  23660. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  23661. /**
  23662. * Returns the LOD level mesh at the passed distance or null if not found.
  23663. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  23664. * @param distance The distance from the center of the object to show this level
  23665. * @returns a Mesh or `null`
  23666. */
  23667. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  23668. /**
  23669. * Remove a mesh from the LOD array
  23670. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  23671. * @param mesh defines the mesh to be removed
  23672. * @return This mesh (for chaining)
  23673. */
  23674. removeLODLevel(mesh: Mesh): Mesh;
  23675. /**
  23676. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  23677. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  23678. * @param camera defines the camera to use to compute distance
  23679. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  23680. * @return This mesh (for chaining)
  23681. */
  23682. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  23683. /**
  23684. * Gets the mesh internal Geometry object
  23685. */
  23686. readonly geometry: Nullable<Geometry>;
  23687. /**
  23688. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  23689. * @returns the total number of vertices
  23690. */
  23691. getTotalVertices(): number;
  23692. /**
  23693. * Returns the content of an associated vertex buffer
  23694. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  23695. * - VertexBuffer.PositionKind
  23696. * - VertexBuffer.UVKind
  23697. * - VertexBuffer.UV2Kind
  23698. * - VertexBuffer.UV3Kind
  23699. * - VertexBuffer.UV4Kind
  23700. * - VertexBuffer.UV5Kind
  23701. * - VertexBuffer.UV6Kind
  23702. * - VertexBuffer.ColorKind
  23703. * - VertexBuffer.MatricesIndicesKind
  23704. * - VertexBuffer.MatricesIndicesExtraKind
  23705. * - VertexBuffer.MatricesWeightsKind
  23706. * - VertexBuffer.MatricesWeightsExtraKind
  23707. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  23708. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  23709. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  23710. */
  23711. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  23712. /**
  23713. * Returns the mesh VertexBuffer object from the requested `kind`
  23714. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  23715. * - VertexBuffer.PositionKind
  23716. * - VertexBuffer.NormalKind
  23717. * - VertexBuffer.UVKind
  23718. * - VertexBuffer.UV2Kind
  23719. * - VertexBuffer.UV3Kind
  23720. * - VertexBuffer.UV4Kind
  23721. * - VertexBuffer.UV5Kind
  23722. * - VertexBuffer.UV6Kind
  23723. * - VertexBuffer.ColorKind
  23724. * - VertexBuffer.MatricesIndicesKind
  23725. * - VertexBuffer.MatricesIndicesExtraKind
  23726. * - VertexBuffer.MatricesWeightsKind
  23727. * - VertexBuffer.MatricesWeightsExtraKind
  23728. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  23729. */
  23730. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  23731. /**
  23732. * Tests if a specific vertex buffer is associated with this mesh
  23733. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  23734. * - VertexBuffer.PositionKind
  23735. * - VertexBuffer.NormalKind
  23736. * - VertexBuffer.UVKind
  23737. * - VertexBuffer.UV2Kind
  23738. * - VertexBuffer.UV3Kind
  23739. * - VertexBuffer.UV4Kind
  23740. * - VertexBuffer.UV5Kind
  23741. * - VertexBuffer.UV6Kind
  23742. * - VertexBuffer.ColorKind
  23743. * - VertexBuffer.MatricesIndicesKind
  23744. * - VertexBuffer.MatricesIndicesExtraKind
  23745. * - VertexBuffer.MatricesWeightsKind
  23746. * - VertexBuffer.MatricesWeightsExtraKind
  23747. * @returns a boolean
  23748. */
  23749. isVerticesDataPresent(kind: string): boolean;
  23750. /**
  23751. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  23752. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  23753. * - VertexBuffer.PositionKind
  23754. * - VertexBuffer.UVKind
  23755. * - VertexBuffer.UV2Kind
  23756. * - VertexBuffer.UV3Kind
  23757. * - VertexBuffer.UV4Kind
  23758. * - VertexBuffer.UV5Kind
  23759. * - VertexBuffer.UV6Kind
  23760. * - VertexBuffer.ColorKind
  23761. * - VertexBuffer.MatricesIndicesKind
  23762. * - VertexBuffer.MatricesIndicesExtraKind
  23763. * - VertexBuffer.MatricesWeightsKind
  23764. * - VertexBuffer.MatricesWeightsExtraKind
  23765. * @returns a boolean
  23766. */
  23767. isVertexBufferUpdatable(kind: string): boolean;
  23768. /**
  23769. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  23770. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  23771. * - VertexBuffer.PositionKind
  23772. * - VertexBuffer.NormalKind
  23773. * - VertexBuffer.UVKind
  23774. * - VertexBuffer.UV2Kind
  23775. * - VertexBuffer.UV3Kind
  23776. * - VertexBuffer.UV4Kind
  23777. * - VertexBuffer.UV5Kind
  23778. * - VertexBuffer.UV6Kind
  23779. * - VertexBuffer.ColorKind
  23780. * - VertexBuffer.MatricesIndicesKind
  23781. * - VertexBuffer.MatricesIndicesExtraKind
  23782. * - VertexBuffer.MatricesWeightsKind
  23783. * - VertexBuffer.MatricesWeightsExtraKind
  23784. * @returns an array of strings
  23785. */
  23786. getVerticesDataKinds(): string[];
  23787. /**
  23788. * Returns a positive integer : the total number of indices in this mesh geometry.
  23789. * @returns the numner of indices or zero if the mesh has no geometry.
  23790. */
  23791. getTotalIndices(): number;
  23792. /**
  23793. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  23794. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  23795. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  23796. * @returns the indices array or an empty array if the mesh has no geometry
  23797. */
  23798. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  23799. readonly isBlocked: boolean;
  23800. /**
  23801. * Determine if the current mesh is ready to be rendered
  23802. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  23803. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  23804. * @returns true if all associated assets are ready (material, textures, shaders)
  23805. */
  23806. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  23807. /**
  23808. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  23809. */
  23810. readonly areNormalsFrozen: boolean;
  23811. /**
  23812. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  23813. * @returns the current mesh
  23814. */
  23815. freezeNormals(): Mesh;
  23816. /**
  23817. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  23818. * @returns the current mesh
  23819. */
  23820. unfreezeNormals(): Mesh;
  23821. /**
  23822. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  23823. */
  23824. overridenInstanceCount: number;
  23825. /** @hidden */
  23826. _preActivate(): Mesh;
  23827. /** @hidden */
  23828. _preActivateForIntermediateRendering(renderId: number): Mesh;
  23829. /** @hidden */
  23830. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  23831. /**
  23832. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  23833. * This means the mesh underlying bounding box and sphere are recomputed.
  23834. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  23835. * @returns the current mesh
  23836. */
  23837. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  23838. /** @hidden */
  23839. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  23840. /**
  23841. * This function will subdivide the mesh into multiple submeshes
  23842. * @param count defines the expected number of submeshes
  23843. */
  23844. subdivide(count: number): void;
  23845. /**
  23846. * Copy a FloatArray into a specific associated vertex buffer
  23847. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  23848. * - VertexBuffer.PositionKind
  23849. * - VertexBuffer.UVKind
  23850. * - VertexBuffer.UV2Kind
  23851. * - VertexBuffer.UV3Kind
  23852. * - VertexBuffer.UV4Kind
  23853. * - VertexBuffer.UV5Kind
  23854. * - VertexBuffer.UV6Kind
  23855. * - VertexBuffer.ColorKind
  23856. * - VertexBuffer.MatricesIndicesKind
  23857. * - VertexBuffer.MatricesIndicesExtraKind
  23858. * - VertexBuffer.MatricesWeightsKind
  23859. * - VertexBuffer.MatricesWeightsExtraKind
  23860. * @param data defines the data source
  23861. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  23862. * @param stride defines the data stride size (can be null)
  23863. * @returns the current mesh
  23864. */
  23865. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  23866. /**
  23867. * Flags an associated vertex buffer as updatable
  23868. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  23869. * - VertexBuffer.PositionKind
  23870. * - VertexBuffer.UVKind
  23871. * - VertexBuffer.UV2Kind
  23872. * - VertexBuffer.UV3Kind
  23873. * - VertexBuffer.UV4Kind
  23874. * - VertexBuffer.UV5Kind
  23875. * - VertexBuffer.UV6Kind
  23876. * - VertexBuffer.ColorKind
  23877. * - VertexBuffer.MatricesIndicesKind
  23878. * - VertexBuffer.MatricesIndicesExtraKind
  23879. * - VertexBuffer.MatricesWeightsKind
  23880. * - VertexBuffer.MatricesWeightsExtraKind
  23881. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  23882. */
  23883. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  23884. /**
  23885. * Sets the mesh global Vertex Buffer
  23886. * @param buffer defines the buffer to use
  23887. * @returns the current mesh
  23888. */
  23889. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  23890. /**
  23891. * Update a specific associated vertex buffer
  23892. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  23893. * - VertexBuffer.PositionKind
  23894. * - VertexBuffer.UVKind
  23895. * - VertexBuffer.UV2Kind
  23896. * - VertexBuffer.UV3Kind
  23897. * - VertexBuffer.UV4Kind
  23898. * - VertexBuffer.UV5Kind
  23899. * - VertexBuffer.UV6Kind
  23900. * - VertexBuffer.ColorKind
  23901. * - VertexBuffer.MatricesIndicesKind
  23902. * - VertexBuffer.MatricesIndicesExtraKind
  23903. * - VertexBuffer.MatricesWeightsKind
  23904. * - VertexBuffer.MatricesWeightsExtraKind
  23905. * @param data defines the data source
  23906. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  23907. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  23908. * @returns the current mesh
  23909. */
  23910. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  23911. /**
  23912. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  23913. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  23914. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  23915. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  23916. * @returns the current mesh
  23917. */
  23918. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  23919. /**
  23920. * Creates a un-shared specific occurence of the geometry for the mesh.
  23921. * @returns the current mesh
  23922. */
  23923. makeGeometryUnique(): Mesh;
  23924. /**
  23925. * Set the index buffer of this mesh
  23926. * @param indices defines the source data
  23927. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  23928. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  23929. * @returns the current mesh
  23930. */
  23931. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  23932. /**
  23933. * Update the current index buffer
  23934. * @param indices defines the source data
  23935. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  23936. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  23937. * @returns the current mesh
  23938. */
  23939. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  23940. /**
  23941. * Invert the geometry to move from a right handed system to a left handed one.
  23942. * @returns the current mesh
  23943. */
  23944. toLeftHanded(): Mesh;
  23945. /** @hidden */
  23946. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  23947. /** @hidden */
  23948. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  23949. /**
  23950. * Registers for this mesh a javascript function called just before the rendering process
  23951. * @param func defines the function to call before rendering this mesh
  23952. * @returns the current mesh
  23953. */
  23954. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  23955. /**
  23956. * Disposes a previously registered javascript function called before the rendering
  23957. * @param func defines the function to remove
  23958. * @returns the current mesh
  23959. */
  23960. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  23961. /**
  23962. * Registers for this mesh a javascript function called just after the rendering is complete
  23963. * @param func defines the function to call after rendering this mesh
  23964. * @returns the current mesh
  23965. */
  23966. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  23967. /**
  23968. * Disposes a previously registered javascript function called after the rendering.
  23969. * @param func defines the function to remove
  23970. * @returns the current mesh
  23971. */
  23972. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  23973. /** @hidden */
  23974. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  23975. /** @hidden */
  23976. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  23977. /** @hidden */
  23978. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  23979. /** @hidden */
  23980. _rebuild(): void;
  23981. /** @hidden */
  23982. _freeze(): void;
  23983. /** @hidden */
  23984. _unFreeze(): void;
  23985. /**
  23986. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  23987. * @param subMesh defines the subMesh to render
  23988. * @param enableAlphaMode defines if alpha mode can be changed
  23989. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  23990. * @returns the current mesh
  23991. */
  23992. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  23993. private _onBeforeDraw;
  23994. /**
  23995. * Renormalize the mesh and patch it up if there are no weights
  23996. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  23997. * However in the case of zero weights then we set just a single influence to 1.
  23998. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  23999. */
  24000. cleanMatrixWeights(): void;
  24001. private normalizeSkinFourWeights;
  24002. private normalizeSkinWeightsAndExtra;
  24003. /**
  24004. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24005. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24006. * the user know there was an issue with importing the mesh
  24007. * @returns a validation object with skinned, valid and report string
  24008. */
  24009. validateSkinning(): {
  24010. skinned: boolean;
  24011. valid: boolean;
  24012. report: string;
  24013. };
  24014. /** @hidden */
  24015. _checkDelayState(): Mesh;
  24016. private _queueLoad;
  24017. /**
  24018. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24019. * A mesh is in the frustum if its bounding box intersects the frustum
  24020. * @param frustumPlanes defines the frustum to test
  24021. * @returns true if the mesh is in the frustum planes
  24022. */
  24023. isInFrustum(frustumPlanes: Plane[]): boolean;
  24024. /**
  24025. * Sets the mesh material by the material or multiMaterial `id` property
  24026. * @param id is a string identifying the material or the multiMaterial
  24027. * @returns the current mesh
  24028. */
  24029. setMaterialByID(id: string): Mesh;
  24030. /**
  24031. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24032. * @returns an array of IAnimatable
  24033. */
  24034. getAnimatables(): IAnimatable[];
  24035. /**
  24036. * Modifies the mesh geometry according to the passed transformation matrix.
  24037. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24038. * The mesh normals are modified using the same transformation.
  24039. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24040. * @param transform defines the transform matrix to use
  24041. * @see http://doc.babylonjs.com/resources/baking_transformations
  24042. * @returns the current mesh
  24043. */
  24044. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24045. /**
  24046. * Modifies the mesh geometry according to its own current World Matrix.
  24047. * The mesh World Matrix is then reset.
  24048. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24049. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24050. * @see http://doc.babylonjs.com/resources/baking_transformations
  24051. * @returns the current mesh
  24052. */
  24053. bakeCurrentTransformIntoVertices(): Mesh;
  24054. /** @hidden */
  24055. readonly _positions: Nullable<Vector3[]>;
  24056. /** @hidden */
  24057. _resetPointsArrayCache(): Mesh;
  24058. /** @hidden */
  24059. _generatePointsArray(): boolean;
  24060. /**
  24061. * Returns a new Mesh object generated from the current mesh properties.
  24062. * This method must not get confused with createInstance()
  24063. * @param name is a string, the name given to the new mesh
  24064. * @param newParent can be any Node object (default `null`)
  24065. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24066. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24067. * @returns a new mesh
  24068. */
  24069. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24070. /**
  24071. * Releases resources associated with this mesh.
  24072. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24073. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24074. */
  24075. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24076. /**
  24077. * Modifies the mesh geometry according to a displacement map.
  24078. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24079. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24080. * @param url is a string, the URL from the image file is to be downloaded.
  24081. * @param minHeight is the lower limit of the displacement.
  24082. * @param maxHeight is the upper limit of the displacement.
  24083. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24084. * @param uvOffset is an optional vector2 used to offset UV.
  24085. * @param uvScale is an optional vector2 used to scale UV.
  24086. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24087. * @returns the Mesh.
  24088. */
  24089. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24090. /**
  24091. * Modifies the mesh geometry according to a displacementMap buffer.
  24092. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24093. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24094. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24095. * @param heightMapWidth is the width of the buffer image.
  24096. * @param heightMapHeight is the height of the buffer image.
  24097. * @param minHeight is the lower limit of the displacement.
  24098. * @param maxHeight is the upper limit of the displacement.
  24099. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24100. * @param uvOffset is an optional vector2 used to offset UV.
  24101. * @param uvScale is an optional vector2 used to scale UV.
  24102. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24103. * @returns the Mesh.
  24104. */
  24105. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24106. /**
  24107. * Modify the mesh to get a flat shading rendering.
  24108. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24109. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24110. * @returns current mesh
  24111. */
  24112. convertToFlatShadedMesh(): Mesh;
  24113. /**
  24114. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24115. * In other words, more vertices, no more indices and a single bigger VBO.
  24116. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24117. * @returns current mesh
  24118. */
  24119. convertToUnIndexedMesh(): Mesh;
  24120. /**
  24121. * Inverses facet orientations.
  24122. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24123. * @param flipNormals will also inverts the normals
  24124. * @returns current mesh
  24125. */
  24126. flipFaces(flipNormals?: boolean): Mesh;
  24127. /**
  24128. * Increase the number of facets and hence vertices in a mesh
  24129. * Vertex normals are interpolated from existing vertex normals
  24130. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24131. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24132. */
  24133. increaseVertices(numberPerEdge: number): void;
  24134. /**
  24135. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24136. * This will undo any application of covertToFlatShadedMesh
  24137. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24138. */
  24139. forceSharedVertices(): void;
  24140. /** @hidden */
  24141. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24142. /** @hidden */
  24143. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24144. /**
  24145. * Creates a new InstancedMesh object from the mesh model.
  24146. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24147. * @param name defines the name of the new instance
  24148. * @returns a new InstancedMesh
  24149. */
  24150. createInstance(name: string): InstancedMesh;
  24151. /**
  24152. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24153. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24154. * @returns the current mesh
  24155. */
  24156. synchronizeInstances(): Mesh;
  24157. /**
  24158. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24159. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24160. * This should be used together with the simplification to avoid disappearing triangles.
  24161. * @param successCallback an optional success callback to be called after the optimization finished.
  24162. * @returns the current mesh
  24163. */
  24164. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24165. /**
  24166. * Serialize current mesh
  24167. * @param serializationObject defines the object which will receive the serialization data
  24168. */
  24169. serialize(serializationObject: any): void;
  24170. /** @hidden */
  24171. _syncGeometryWithMorphTargetManager(): void;
  24172. /** @hidden */
  24173. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24174. /**
  24175. * Returns a new Mesh object parsed from the source provided.
  24176. * @param parsedMesh is the source
  24177. * @param scene defines the hosting scene
  24178. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24179. * @returns a new Mesh
  24180. */
  24181. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24182. /**
  24183. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24184. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24185. * @param name defines the name of the mesh to create
  24186. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24187. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24188. * @param closePath creates a seam between the first and the last points of each path of the path array
  24189. * @param offset is taken in account only if the `pathArray` is containing a single path
  24190. * @param scene defines the hosting scene
  24191. * @param updatable defines if the mesh must be flagged as updatable
  24192. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24193. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24194. * @returns a new Mesh
  24195. */
  24196. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24197. /**
  24198. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24199. * @param name defines the name of the mesh to create
  24200. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24201. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24202. * @param scene defines the hosting scene
  24203. * @param updatable defines if the mesh must be flagged as updatable
  24204. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24205. * @returns a new Mesh
  24206. */
  24207. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24208. /**
  24209. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24210. * @param name defines the name of the mesh to create
  24211. * @param size sets the size (float) of each box side (default 1)
  24212. * @param scene defines the hosting scene
  24213. * @param updatable defines if the mesh must be flagged as updatable
  24214. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24215. * @returns a new Mesh
  24216. */
  24217. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24218. /**
  24219. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24220. * @param name defines the name of the mesh to create
  24221. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24222. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24223. * @param scene defines the hosting scene
  24224. * @param updatable defines if the mesh must be flagged as updatable
  24225. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24226. * @returns a new Mesh
  24227. */
  24228. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24229. /**
  24230. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24231. * @param name defines the name of the mesh to create
  24232. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24233. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24234. * @param scene defines the hosting scene
  24235. * @returns a new Mesh
  24236. */
  24237. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24238. /**
  24239. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24240. * @param name defines the name of the mesh to create
  24241. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24242. * @param diameterTop set the top cap diameter (floats, default 1)
  24243. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24244. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24245. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24246. * @param scene defines the hosting scene
  24247. * @param updatable defines if the mesh must be flagged as updatable
  24248. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24249. * @returns a new Mesh
  24250. */
  24251. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24252. /**
  24253. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24254. * @param name defines the name of the mesh to create
  24255. * @param diameter sets the diameter size (float) of the torus (default 1)
  24256. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24257. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24258. * @param scene defines the hosting scene
  24259. * @param updatable defines if the mesh must be flagged as updatable
  24260. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24261. * @returns a new Mesh
  24262. */
  24263. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24264. /**
  24265. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24266. * @param name defines the name of the mesh to create
  24267. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24268. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24269. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24270. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24271. * @param p the number of windings on X axis (positive integers, default 2)
  24272. * @param q the number of windings on Y axis (positive integers, default 3)
  24273. * @param scene defines the hosting scene
  24274. * @param updatable defines if the mesh must be flagged as updatable
  24275. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24276. * @returns a new Mesh
  24277. */
  24278. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24279. /**
  24280. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24281. * @param name defines the name of the mesh to create
  24282. * @param points is an array successive Vector3
  24283. * @param scene defines the hosting scene
  24284. * @param updatable defines if the mesh must be flagged as updatable
  24285. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24286. * @returns a new Mesh
  24287. */
  24288. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24289. /**
  24290. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24291. * @param name defines the name of the mesh to create
  24292. * @param points is an array successive Vector3
  24293. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24294. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24295. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24296. * @param scene defines the hosting scene
  24297. * @param updatable defines if the mesh must be flagged as updatable
  24298. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24299. * @returns a new Mesh
  24300. */
  24301. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24302. /**
  24303. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24304. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24305. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24306. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24307. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24308. * Remember you can only change the shape positions, not their number when updating a polygon.
  24309. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24310. * @param name defines the name of the mesh to create
  24311. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24312. * @param scene defines the hosting scene
  24313. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24314. * @param updatable defines if the mesh must be flagged as updatable
  24315. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24316. * @param earcutInjection can be used to inject your own earcut reference
  24317. * @returns a new Mesh
  24318. */
  24319. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24320. /**
  24321. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24322. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24323. * @param name defines the name of the mesh to create
  24324. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24325. * @param depth defines the height of extrusion
  24326. * @param scene defines the hosting scene
  24327. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24328. * @param updatable defines if the mesh must be flagged as updatable
  24329. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24330. * @param earcutInjection can be used to inject your own earcut reference
  24331. * @returns a new Mesh
  24332. */
  24333. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24334. /**
  24335. * Creates an extruded shape mesh.
  24336. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24337. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24338. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24339. * @param name defines the name of the mesh to create
  24340. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24341. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24342. * @param scale is the value to scale the shape
  24343. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24344. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24345. * @param scene defines the hosting scene
  24346. * @param updatable defines if the mesh must be flagged as updatable
  24347. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24348. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24349. * @returns a new Mesh
  24350. */
  24351. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24352. /**
  24353. * Creates an custom extruded shape mesh.
  24354. * The custom extrusion is a parametric shape.
  24355. * It has no predefined shape. Its final shape will depend on the input parameters.
  24356. * Please consider using the same method from the MeshBuilder class instead
  24357. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24358. * @param name defines the name of the mesh to create
  24359. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24360. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24361. * @param scaleFunction is a custom Javascript function called on each path point
  24362. * @param rotationFunction is a custom Javascript function called on each path point
  24363. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24364. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24365. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24366. * @param scene defines the hosting scene
  24367. * @param updatable defines if the mesh must be flagged as updatable
  24368. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24369. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24370. * @returns a new Mesh
  24371. */
  24372. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24373. /**
  24374. * Creates lathe mesh.
  24375. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24376. * Please consider using the same method from the MeshBuilder class instead
  24377. * @param name defines the name of the mesh to create
  24378. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24379. * @param radius is the radius value of the lathe
  24380. * @param tessellation is the side number of the lathe.
  24381. * @param scene defines the hosting scene
  24382. * @param updatable defines if the mesh must be flagged as updatable
  24383. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24384. * @returns a new Mesh
  24385. */
  24386. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24387. /**
  24388. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24389. * @param name defines the name of the mesh to create
  24390. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24391. * @param scene defines the hosting scene
  24392. * @param updatable defines if the mesh must be flagged as updatable
  24393. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24394. * @returns a new Mesh
  24395. */
  24396. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24397. /**
  24398. * Creates a ground mesh.
  24399. * Please consider using the same method from the MeshBuilder class instead
  24400. * @param name defines the name of the mesh to create
  24401. * @param width set the width of the ground
  24402. * @param height set the height of the ground
  24403. * @param subdivisions sets the number of subdivisions per side
  24404. * @param scene defines the hosting scene
  24405. * @param updatable defines if the mesh must be flagged as updatable
  24406. * @returns a new Mesh
  24407. */
  24408. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24409. /**
  24410. * Creates a tiled ground mesh.
  24411. * Please consider using the same method from the MeshBuilder class instead
  24412. * @param name defines the name of the mesh to create
  24413. * @param xmin set the ground minimum X coordinate
  24414. * @param zmin set the ground minimum Y coordinate
  24415. * @param xmax set the ground maximum X coordinate
  24416. * @param zmax set the ground maximum Z coordinate
  24417. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24418. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24419. * @param scene defines the hosting scene
  24420. * @param updatable defines if the mesh must be flagged as updatable
  24421. * @returns a new Mesh
  24422. */
  24423. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24424. w: number;
  24425. h: number;
  24426. }, precision: {
  24427. w: number;
  24428. h: number;
  24429. }, scene: Scene, updatable?: boolean): Mesh;
  24430. /**
  24431. * Creates a ground mesh from a height map.
  24432. * Please consider using the same method from the MeshBuilder class instead
  24433. * @see http://doc.babylonjs.com/babylon101/height_map
  24434. * @param name defines the name of the mesh to create
  24435. * @param url sets the URL of the height map image resource
  24436. * @param width set the ground width size
  24437. * @param height set the ground height size
  24438. * @param subdivisions sets the number of subdivision per side
  24439. * @param minHeight is the minimum altitude on the ground
  24440. * @param maxHeight is the maximum altitude on the ground
  24441. * @param scene defines the hosting scene
  24442. * @param updatable defines if the mesh must be flagged as updatable
  24443. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24444. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24445. * @returns a new Mesh
  24446. */
  24447. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24448. /**
  24449. * Creates a tube mesh.
  24450. * The tube is a parametric shape.
  24451. * It has no predefined shape. Its final shape will depend on the input parameters.
  24452. * Please consider using the same method from the MeshBuilder class instead
  24453. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24454. * @param name defines the name of the mesh to create
  24455. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24456. * @param radius sets the tube radius size
  24457. * @param tessellation is the number of sides on the tubular surface
  24458. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  24459. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24460. * @param scene defines the hosting scene
  24461. * @param updatable defines if the mesh must be flagged as updatable
  24462. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24463. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  24464. * @returns a new Mesh
  24465. */
  24466. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24467. (i: number, distance: number): number;
  24468. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24469. /**
  24470. * Creates a polyhedron mesh.
  24471. * Please consider using the same method from the MeshBuilder class instead.
  24472. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  24473. * * The parameter `size` (positive float, default 1) sets the polygon size
  24474. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24475. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  24476. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  24477. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  24478. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24479. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  24480. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24481. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24482. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24483. * @param name defines the name of the mesh to create
  24484. * @param options defines the options used to create the mesh
  24485. * @param scene defines the hosting scene
  24486. * @returns a new Mesh
  24487. */
  24488. static CreatePolyhedron(name: string, options: {
  24489. type?: number;
  24490. size?: number;
  24491. sizeX?: number;
  24492. sizeY?: number;
  24493. sizeZ?: number;
  24494. custom?: any;
  24495. faceUV?: Vector4[];
  24496. faceColors?: Color4[];
  24497. updatable?: boolean;
  24498. sideOrientation?: number;
  24499. }, scene: Scene): Mesh;
  24500. /**
  24501. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24502. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24503. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  24504. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24505. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  24506. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24507. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24508. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24509. * @param name defines the name of the mesh
  24510. * @param options defines the options used to create the mesh
  24511. * @param scene defines the hosting scene
  24512. * @returns a new Mesh
  24513. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24514. */
  24515. static CreateIcoSphere(name: string, options: {
  24516. radius?: number;
  24517. flat?: boolean;
  24518. subdivisions?: number;
  24519. sideOrientation?: number;
  24520. updatable?: boolean;
  24521. }, scene: Scene): Mesh;
  24522. /**
  24523. * Creates a decal mesh.
  24524. * Please consider using the same method from the MeshBuilder class instead.
  24525. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24526. * @param name defines the name of the mesh
  24527. * @param sourceMesh defines the mesh receiving the decal
  24528. * @param position sets the position of the decal in world coordinates
  24529. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24530. * @param size sets the decal scaling
  24531. * @param angle sets the angle to rotate the decal
  24532. * @returns a new Mesh
  24533. */
  24534. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24535. /**
  24536. * Prepare internal position array for software CPU skinning
  24537. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24538. */
  24539. setPositionsForCPUSkinning(): Float32Array;
  24540. /**
  24541. * Prepare internal normal array for software CPU skinning
  24542. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  24543. */
  24544. setNormalsForCPUSkinning(): Float32Array;
  24545. /**
  24546. * Updates the vertex buffer by applying transformation from the bones
  24547. * @param skeleton defines the skeleton to apply to current mesh
  24548. * @returns the current mesh
  24549. */
  24550. applySkeleton(skeleton: Skeleton): Mesh;
  24551. /**
  24552. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  24553. * @param meshes defines the list of meshes to scan
  24554. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  24555. */
  24556. static MinMax(meshes: AbstractMesh[]): {
  24557. min: Vector3;
  24558. max: Vector3;
  24559. };
  24560. /**
  24561. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  24562. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  24563. * @returns a vector3
  24564. */
  24565. static Center(meshesOrMinMaxVector: {
  24566. min: Vector3;
  24567. max: Vector3;
  24568. } | AbstractMesh[]): Vector3;
  24569. /**
  24570. * Merge the array of meshes into a single mesh for performance reasons.
  24571. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  24572. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  24573. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  24574. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  24575. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  24576. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  24577. * @returns a new mesh
  24578. */
  24579. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  24580. /** @hidden */
  24581. addInstance(instance: InstancedMesh): void;
  24582. /** @hidden */
  24583. removeInstance(instance: InstancedMesh): void;
  24584. }
  24585. }
  24586. declare module BABYLON {
  24587. /**
  24588. * This is the base class of all the camera used in the application.
  24589. * @see http://doc.babylonjs.com/features/cameras
  24590. */
  24591. export class Camera extends Node {
  24592. /** @hidden */
  24593. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  24594. /**
  24595. * This is the default projection mode used by the cameras.
  24596. * It helps recreating a feeling of perspective and better appreciate depth.
  24597. * This is the best way to simulate real life cameras.
  24598. */
  24599. static readonly PERSPECTIVE_CAMERA: number;
  24600. /**
  24601. * This helps creating camera with an orthographic mode.
  24602. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  24603. */
  24604. static readonly ORTHOGRAPHIC_CAMERA: number;
  24605. /**
  24606. * This is the default FOV mode for perspective cameras.
  24607. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24608. */
  24609. static readonly FOVMODE_VERTICAL_FIXED: number;
  24610. /**
  24611. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24612. */
  24613. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  24614. /**
  24615. * This specifies ther is no need for a camera rig.
  24616. * Basically only one eye is rendered corresponding to the camera.
  24617. */
  24618. static readonly RIG_MODE_NONE: number;
  24619. /**
  24620. * Simulates a camera Rig with one blue eye and one red eye.
  24621. * This can be use with 3d blue and red glasses.
  24622. */
  24623. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  24624. /**
  24625. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24626. */
  24627. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  24628. /**
  24629. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24630. */
  24631. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  24632. /**
  24633. * Defines that both eyes of the camera will be rendered over under each other.
  24634. */
  24635. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  24636. /**
  24637. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24638. */
  24639. static readonly RIG_MODE_VR: number;
  24640. /**
  24641. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24642. */
  24643. static readonly RIG_MODE_WEBVR: number;
  24644. /**
  24645. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24646. */
  24647. static readonly RIG_MODE_CUSTOM: number;
  24648. /**
  24649. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24650. */
  24651. static ForceAttachControlToAlwaysPreventDefault: boolean;
  24652. /**
  24653. * Define the input manager associated with the camera.
  24654. */
  24655. inputs: CameraInputsManager<Camera>;
  24656. /** @hidden */
  24657. _position: Vector3;
  24658. /**
  24659. * Define the current local position of the camera in the scene
  24660. */
  24661. position: Vector3;
  24662. /**
  24663. * The vector the camera should consider as up.
  24664. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  24665. */
  24666. upVector: Vector3;
  24667. /**
  24668. * Define the current limit on the left side for an orthographic camera
  24669. * In scene unit
  24670. */
  24671. orthoLeft: Nullable<number>;
  24672. /**
  24673. * Define the current limit on the right side for an orthographic camera
  24674. * In scene unit
  24675. */
  24676. orthoRight: Nullable<number>;
  24677. /**
  24678. * Define the current limit on the bottom side for an orthographic camera
  24679. * In scene unit
  24680. */
  24681. orthoBottom: Nullable<number>;
  24682. /**
  24683. * Define the current limit on the top side for an orthographic camera
  24684. * In scene unit
  24685. */
  24686. orthoTop: Nullable<number>;
  24687. /**
  24688. * Field Of View is set in Radians. (default is 0.8)
  24689. */
  24690. fov: number;
  24691. /**
  24692. * Define the minimum distance the camera can see from.
  24693. * This is important to note that the depth buffer are not infinite and the closer it starts
  24694. * the more your scene might encounter depth fighting issue.
  24695. */
  24696. minZ: number;
  24697. /**
  24698. * Define the maximum distance the camera can see to.
  24699. * This is important to note that the depth buffer are not infinite and the further it end
  24700. * the more your scene might encounter depth fighting issue.
  24701. */
  24702. maxZ: number;
  24703. /**
  24704. * Define the default inertia of the camera.
  24705. * This helps giving a smooth feeling to the camera movement.
  24706. */
  24707. inertia: number;
  24708. /**
  24709. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  24710. */
  24711. mode: number;
  24712. /**
  24713. * Define wether the camera is intermediate.
  24714. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  24715. */
  24716. isIntermediate: boolean;
  24717. /**
  24718. * Define the viewport of the camera.
  24719. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  24720. */
  24721. viewport: Viewport;
  24722. /**
  24723. * Restricts the camera to viewing objects with the same layerMask.
  24724. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  24725. */
  24726. layerMask: number;
  24727. /**
  24728. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  24729. */
  24730. fovMode: number;
  24731. /**
  24732. * Rig mode of the camera.
  24733. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  24734. * This is normally controlled byt the camera themselves as internal use.
  24735. */
  24736. cameraRigMode: number;
  24737. /**
  24738. * Defines the distance between both "eyes" in case of a RIG
  24739. */
  24740. interaxialDistance: number;
  24741. /**
  24742. * Defines if stereoscopic rendering is done side by side or over under.
  24743. */
  24744. isStereoscopicSideBySide: boolean;
  24745. /**
  24746. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  24747. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  24748. * else in the scene. (Eg. security camera)
  24749. *
  24750. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  24751. */
  24752. customRenderTargets: RenderTargetTexture[];
  24753. /**
  24754. * When set, the camera will render to this render target instead of the default canvas
  24755. *
  24756. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  24757. */
  24758. outputRenderTarget: Nullable<RenderTargetTexture>;
  24759. /**
  24760. * Observable triggered when the camera view matrix has changed.
  24761. */
  24762. onViewMatrixChangedObservable: Observable<Camera>;
  24763. /**
  24764. * Observable triggered when the camera Projection matrix has changed.
  24765. */
  24766. onProjectionMatrixChangedObservable: Observable<Camera>;
  24767. /**
  24768. * Observable triggered when the inputs have been processed.
  24769. */
  24770. onAfterCheckInputsObservable: Observable<Camera>;
  24771. /**
  24772. * Observable triggered when reset has been called and applied to the camera.
  24773. */
  24774. onRestoreStateObservable: Observable<Camera>;
  24775. /** @hidden */
  24776. _cameraRigParams: any;
  24777. /** @hidden */
  24778. _rigCameras: Camera[];
  24779. /** @hidden */
  24780. _rigPostProcess: Nullable<PostProcess>;
  24781. protected _webvrViewMatrix: Matrix;
  24782. /** @hidden */
  24783. _skipRendering: boolean;
  24784. /** @hidden */
  24785. _projectionMatrix: Matrix;
  24786. /** @hidden */
  24787. _postProcesses: Nullable<PostProcess>[];
  24788. /** @hidden */
  24789. _activeMeshes: SmartArray<AbstractMesh>;
  24790. protected _globalPosition: Vector3;
  24791. /** @hidden */
  24792. _computedViewMatrix: Matrix;
  24793. private _doNotComputeProjectionMatrix;
  24794. private _transformMatrix;
  24795. private _frustumPlanes;
  24796. private _refreshFrustumPlanes;
  24797. private _storedFov;
  24798. private _stateStored;
  24799. /**
  24800. * Instantiates a new camera object.
  24801. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  24802. * @see http://doc.babylonjs.com/features/cameras
  24803. * @param name Defines the name of the camera in the scene
  24804. * @param position Defines the position of the camera
  24805. * @param scene Defines the scene the camera belongs too
  24806. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  24807. */
  24808. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  24809. /**
  24810. * Store current camera state (fov, position, etc..)
  24811. * @returns the camera
  24812. */
  24813. storeState(): Camera;
  24814. /**
  24815. * Restores the camera state values if it has been stored. You must call storeState() first
  24816. */
  24817. protected _restoreStateValues(): boolean;
  24818. /**
  24819. * Restored camera state. You must call storeState() first.
  24820. * @returns true if restored and false otherwise
  24821. */
  24822. restoreState(): boolean;
  24823. /**
  24824. * Gets the class name of the camera.
  24825. * @returns the class name
  24826. */
  24827. getClassName(): string;
  24828. /** @hidden */
  24829. readonly _isCamera: boolean;
  24830. /**
  24831. * Gets a string representation of the camera useful for debug purpose.
  24832. * @param fullDetails Defines that a more verboe level of logging is required
  24833. * @returns the string representation
  24834. */
  24835. toString(fullDetails?: boolean): string;
  24836. /**
  24837. * Gets the current world space position of the camera.
  24838. */
  24839. readonly globalPosition: Vector3;
  24840. /**
  24841. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  24842. * @returns the active meshe list
  24843. */
  24844. getActiveMeshes(): SmartArray<AbstractMesh>;
  24845. /**
  24846. * Check wether a mesh is part of the current active mesh list of the camera
  24847. * @param mesh Defines the mesh to check
  24848. * @returns true if active, false otherwise
  24849. */
  24850. isActiveMesh(mesh: Mesh): boolean;
  24851. /**
  24852. * Is this camera ready to be used/rendered
  24853. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  24854. * @return true if the camera is ready
  24855. */
  24856. isReady(completeCheck?: boolean): boolean;
  24857. /** @hidden */
  24858. _initCache(): void;
  24859. /** @hidden */
  24860. _updateCache(ignoreParentClass?: boolean): void;
  24861. /** @hidden */
  24862. _isSynchronized(): boolean;
  24863. /** @hidden */
  24864. _isSynchronizedViewMatrix(): boolean;
  24865. /** @hidden */
  24866. _isSynchronizedProjectionMatrix(): boolean;
  24867. /**
  24868. * Attach the input controls to a specific dom element to get the input from.
  24869. * @param element Defines the element the controls should be listened from
  24870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24871. */
  24872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  24873. /**
  24874. * Detach the current controls from the specified dom element.
  24875. * @param element Defines the element to stop listening the inputs from
  24876. */
  24877. detachControl(element: HTMLElement): void;
  24878. /**
  24879. * Update the camera state according to the different inputs gathered during the frame.
  24880. */
  24881. update(): void;
  24882. /** @hidden */
  24883. _checkInputs(): void;
  24884. /** @hidden */
  24885. readonly rigCameras: Camera[];
  24886. /**
  24887. * Gets the post process used by the rig cameras
  24888. */
  24889. readonly rigPostProcess: Nullable<PostProcess>;
  24890. /**
  24891. * Internal, gets the first post proces.
  24892. * @returns the first post process to be run on this camera.
  24893. */
  24894. _getFirstPostProcess(): Nullable<PostProcess>;
  24895. private _cascadePostProcessesToRigCams;
  24896. /**
  24897. * Attach a post process to the camera.
  24898. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24899. * @param postProcess The post process to attach to the camera
  24900. * @param insertAt The position of the post process in case several of them are in use in the scene
  24901. * @returns the position the post process has been inserted at
  24902. */
  24903. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  24904. /**
  24905. * Detach a post process to the camera.
  24906. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24907. * @param postProcess The post process to detach from the camera
  24908. */
  24909. detachPostProcess(postProcess: PostProcess): void;
  24910. /**
  24911. * Gets the current world matrix of the camera
  24912. */
  24913. getWorldMatrix(): Matrix;
  24914. /** @hidden */
  24915. _getViewMatrix(): Matrix;
  24916. /**
  24917. * Gets the current view matrix of the camera.
  24918. * @param force forces the camera to recompute the matrix without looking at the cached state
  24919. * @returns the view matrix
  24920. */
  24921. getViewMatrix(force?: boolean): Matrix;
  24922. /**
  24923. * Freeze the projection matrix.
  24924. * It will prevent the cache check of the camera projection compute and can speed up perf
  24925. * if no parameter of the camera are meant to change
  24926. * @param projection Defines manually a projection if necessary
  24927. */
  24928. freezeProjectionMatrix(projection?: Matrix): void;
  24929. /**
  24930. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24931. */
  24932. unfreezeProjectionMatrix(): void;
  24933. /**
  24934. * Gets the current projection matrix of the camera.
  24935. * @param force forces the camera to recompute the matrix without looking at the cached state
  24936. * @returns the projection matrix
  24937. */
  24938. getProjectionMatrix(force?: boolean): Matrix;
  24939. /**
  24940. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24941. * @returns a Matrix
  24942. */
  24943. getTransformationMatrix(): Matrix;
  24944. private _updateFrustumPlanes;
  24945. /**
  24946. * Checks if a cullable object (mesh...) is in the camera frustum
  24947. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24948. * @param target The object to check
  24949. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  24950. * @returns true if the object is in frustum otherwise false
  24951. */
  24952. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  24953. /**
  24954. * Checks if a cullable object (mesh...) is in the camera frustum
  24955. * Unlike isInFrustum this cheks the full bounding box
  24956. * @param target The object to check
  24957. * @returns true if the object is in frustum otherwise false
  24958. */
  24959. isCompletelyInFrustum(target: ICullable): boolean;
  24960. /**
  24961. * Gets a ray in the forward direction from the camera.
  24962. * @param length Defines the length of the ray to create
  24963. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24964. * @param origin Defines the start point of the ray which defaults to the camera position
  24965. * @returns the forward ray
  24966. */
  24967. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  24968. /**
  24969. * Releases resources associated with this node.
  24970. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24971. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24972. */
  24973. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24974. /** @hidden */
  24975. _isLeftCamera: boolean;
  24976. /**
  24977. * Gets the left camera of a rig setup in case of Rigged Camera
  24978. */
  24979. readonly isLeftCamera: boolean;
  24980. /** @hidden */
  24981. _isRightCamera: boolean;
  24982. /**
  24983. * Gets the right camera of a rig setup in case of Rigged Camera
  24984. */
  24985. readonly isRightCamera: boolean;
  24986. /**
  24987. * Gets the left camera of a rig setup in case of Rigged Camera
  24988. */
  24989. readonly leftCamera: Nullable<FreeCamera>;
  24990. /**
  24991. * Gets the right camera of a rig setup in case of Rigged Camera
  24992. */
  24993. readonly rightCamera: Nullable<FreeCamera>;
  24994. /**
  24995. * Gets the left camera target of a rig setup in case of Rigged Camera
  24996. * @returns the target position
  24997. */
  24998. getLeftTarget(): Nullable<Vector3>;
  24999. /**
  25000. * Gets the right camera target of a rig setup in case of Rigged Camera
  25001. * @returns the target position
  25002. */
  25003. getRightTarget(): Nullable<Vector3>;
  25004. /**
  25005. * @hidden
  25006. */
  25007. setCameraRigMode(mode: number, rigParams: any): void;
  25008. /** @hidden */
  25009. static _setStereoscopicRigMode(camera: Camera): void;
  25010. /** @hidden */
  25011. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25012. /** @hidden */
  25013. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25014. /** @hidden */
  25015. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25016. /** @hidden */
  25017. _getVRProjectionMatrix(): Matrix;
  25018. protected _updateCameraRotationMatrix(): void;
  25019. protected _updateWebVRCameraRotationMatrix(): void;
  25020. /**
  25021. * This function MUST be overwritten by the different WebVR cameras available.
  25022. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25023. * @hidden
  25024. */
  25025. _getWebVRProjectionMatrix(): Matrix;
  25026. /**
  25027. * This function MUST be overwritten by the different WebVR cameras available.
  25028. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25029. * @hidden
  25030. */
  25031. _getWebVRViewMatrix(): Matrix;
  25032. /** @hidden */
  25033. setCameraRigParameter(name: string, value: any): void;
  25034. /**
  25035. * needs to be overridden by children so sub has required properties to be copied
  25036. * @hidden
  25037. */
  25038. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25039. /**
  25040. * May need to be overridden by children
  25041. * @hidden
  25042. */
  25043. _updateRigCameras(): void;
  25044. /** @hidden */
  25045. _setupInputs(): void;
  25046. /**
  25047. * Serialiaze the camera setup to a json represention
  25048. * @returns the JSON representation
  25049. */
  25050. serialize(): any;
  25051. /**
  25052. * Clones the current camera.
  25053. * @param name The cloned camera name
  25054. * @returns the cloned camera
  25055. */
  25056. clone(name: string): Camera;
  25057. /**
  25058. * Gets the direction of the camera relative to a given local axis.
  25059. * @param localAxis Defines the reference axis to provide a relative direction.
  25060. * @return the direction
  25061. */
  25062. getDirection(localAxis: Vector3): Vector3;
  25063. /**
  25064. * Returns the current camera absolute rotation
  25065. */
  25066. readonly absoluteRotation: Quaternion;
  25067. /**
  25068. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25069. * @param localAxis Defines the reference axis to provide a relative direction.
  25070. * @param result Defines the vector to store the result in
  25071. */
  25072. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25073. /**
  25074. * Gets a camera constructor for a given camera type
  25075. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25076. * @param name The name of the camera the result will be able to instantiate
  25077. * @param scene The scene the result will construct the camera in
  25078. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25079. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25080. * @returns a factory method to construc the camera
  25081. */
  25082. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25083. /**
  25084. * Compute the world matrix of the camera.
  25085. * @returns the camera workd matrix
  25086. */
  25087. computeWorldMatrix(): Matrix;
  25088. /**
  25089. * Parse a JSON and creates the camera from the parsed information
  25090. * @param parsedCamera The JSON to parse
  25091. * @param scene The scene to instantiate the camera in
  25092. * @returns the newly constructed camera
  25093. */
  25094. static Parse(parsedCamera: any, scene: Scene): Camera;
  25095. }
  25096. }
  25097. declare module BABYLON {
  25098. /**
  25099. * Class containing static functions to help procedurally build meshes
  25100. */
  25101. export class DiscBuilder {
  25102. /**
  25103. * Creates a plane polygonal mesh. By default, this is a disc
  25104. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25105. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25106. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25107. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25108. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25109. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25110. * @param name defines the name of the mesh
  25111. * @param options defines the options used to create the mesh
  25112. * @param scene defines the hosting scene
  25113. * @returns the plane polygonal mesh
  25114. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25115. */
  25116. static CreateDisc(name: string, options: {
  25117. radius?: number;
  25118. tessellation?: number;
  25119. arc?: number;
  25120. updatable?: boolean;
  25121. sideOrientation?: number;
  25122. frontUVs?: Vector4;
  25123. backUVs?: Vector4;
  25124. }, scene?: Nullable<Scene>): Mesh;
  25125. }
  25126. }
  25127. declare module BABYLON {
  25128. /**
  25129. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25130. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25131. * The SPS is also a particle system. It provides some methods to manage the particles.
  25132. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25133. *
  25134. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25135. */
  25136. export class SolidParticleSystem implements IDisposable {
  25137. /**
  25138. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25139. * Example : var p = SPS.particles[i];
  25140. */
  25141. particles: SolidParticle[];
  25142. /**
  25143. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25144. */
  25145. nbParticles: number;
  25146. /**
  25147. * If the particles must ever face the camera (default false). Useful for planar particles.
  25148. */
  25149. billboard: boolean;
  25150. /**
  25151. * Recompute normals when adding a shape
  25152. */
  25153. recomputeNormals: boolean;
  25154. /**
  25155. * This a counter ofr your own usage. It's not set by any SPS functions.
  25156. */
  25157. counter: number;
  25158. /**
  25159. * The SPS name. This name is also given to the underlying mesh.
  25160. */
  25161. name: string;
  25162. /**
  25163. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25164. */
  25165. mesh: Mesh;
  25166. /**
  25167. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25168. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25169. */
  25170. vars: any;
  25171. /**
  25172. * This array is populated when the SPS is set as 'pickable'.
  25173. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25174. * Each element of this array is an object `{idx: int, faceId: int}`.
  25175. * `idx` is the picked particle index in the `SPS.particles` array
  25176. * `faceId` is the picked face index counted within this particle.
  25177. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25178. */
  25179. pickedParticles: {
  25180. idx: number;
  25181. faceId: number;
  25182. }[];
  25183. /**
  25184. * This array is populated when `enableDepthSort` is set to true.
  25185. * Each element of this array is an instance of the class DepthSortedParticle.
  25186. */
  25187. depthSortedParticles: DepthSortedParticle[];
  25188. /**
  25189. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25190. * @hidden
  25191. */
  25192. _bSphereOnly: boolean;
  25193. /**
  25194. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25195. * @hidden
  25196. */
  25197. _bSphereRadiusFactor: number;
  25198. private _scene;
  25199. private _positions;
  25200. private _indices;
  25201. private _normals;
  25202. private _colors;
  25203. private _uvs;
  25204. private _indices32;
  25205. private _positions32;
  25206. private _normals32;
  25207. private _fixedNormal32;
  25208. private _colors32;
  25209. private _uvs32;
  25210. private _index;
  25211. private _updatable;
  25212. private _pickable;
  25213. private _isVisibilityBoxLocked;
  25214. private _alwaysVisible;
  25215. private _depthSort;
  25216. private _expandable;
  25217. private _shapeCounter;
  25218. private _copy;
  25219. private _color;
  25220. private _computeParticleColor;
  25221. private _computeParticleTexture;
  25222. private _computeParticleRotation;
  25223. private _computeParticleVertex;
  25224. private _computeBoundingBox;
  25225. private _depthSortParticles;
  25226. private _camera;
  25227. private _mustUnrotateFixedNormals;
  25228. private _particlesIntersect;
  25229. private _needs32Bits;
  25230. /**
  25231. * Creates a SPS (Solid Particle System) object.
  25232. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25233. * @param scene (Scene) is the scene in which the SPS is added.
  25234. * @param options defines the options of the sps e.g.
  25235. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25236. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25237. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25238. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  25239. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25240. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25241. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25242. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25243. */
  25244. constructor(name: string, scene: Scene, options?: {
  25245. updatable?: boolean;
  25246. isPickable?: boolean;
  25247. enableDepthSort?: boolean;
  25248. particleIntersection?: boolean;
  25249. boundingSphereOnly?: boolean;
  25250. bSphereRadiusFactor?: number;
  25251. expandable?: boolean;
  25252. });
  25253. /**
  25254. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25255. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25256. * @returns the created mesh
  25257. */
  25258. buildMesh(): Mesh;
  25259. /**
  25260. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25261. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25262. * Thus the particles generated from `digest()` have their property `position` set yet.
  25263. * @param mesh ( Mesh ) is the mesh to be digested
  25264. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25265. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25266. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25267. * @returns the current SPS
  25268. */
  25269. digest(mesh: Mesh, options?: {
  25270. facetNb?: number;
  25271. number?: number;
  25272. delta?: number;
  25273. }): SolidParticleSystem;
  25274. private _unrotateFixedNormals;
  25275. private _resetCopy;
  25276. private _meshBuilder;
  25277. private _posToShape;
  25278. private _uvsToShapeUV;
  25279. private _addParticle;
  25280. /**
  25281. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25282. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25283. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25284. * @param nb (positive integer) the number of particles to be created from this model
  25285. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25286. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25287. * @returns the number of shapes in the system
  25288. */
  25289. addShape(mesh: Mesh, nb: number, options?: {
  25290. positionFunction?: any;
  25291. vertexFunction?: any;
  25292. }): number;
  25293. private _rebuildParticle;
  25294. /**
  25295. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25296. * @returns the SPS.
  25297. */
  25298. rebuildMesh(): SolidParticleSystem;
  25299. /**
  25300. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25301. * This method calls `updateParticle()` for each particle of the SPS.
  25302. * For an animated SPS, it is usually called within the render loop.
  25303. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25304. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25305. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25306. * @returns the SPS.
  25307. */
  25308. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25309. /**
  25310. * Disposes the SPS.
  25311. */
  25312. dispose(): void;
  25313. /**
  25314. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25315. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25316. * @returns the SPS.
  25317. */
  25318. refreshVisibleSize(): SolidParticleSystem;
  25319. /**
  25320. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25321. * @param size the size (float) of the visibility box
  25322. * note : this doesn't lock the SPS mesh bounding box.
  25323. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25324. */
  25325. setVisibilityBox(size: number): void;
  25326. /**
  25327. * Gets whether the SPS as always visible or not
  25328. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25329. */
  25330. /**
  25331. * Sets the SPS as always visible or not
  25332. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25333. */
  25334. isAlwaysVisible: boolean;
  25335. /**
  25336. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25337. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25338. */
  25339. /**
  25340. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25341. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25342. */
  25343. isVisibilityBoxLocked: boolean;
  25344. /**
  25345. * Tells to `setParticles()` to compute the particle rotations or not.
  25346. * Default value : true. The SPS is faster when it's set to false.
  25347. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25348. */
  25349. /**
  25350. * Gets if `setParticles()` computes the particle rotations or not.
  25351. * Default value : true. The SPS is faster when it's set to false.
  25352. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25353. */
  25354. computeParticleRotation: boolean;
  25355. /**
  25356. * Tells to `setParticles()` to compute the particle colors or not.
  25357. * Default value : true. The SPS is faster when it's set to false.
  25358. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25359. */
  25360. /**
  25361. * Gets if `setParticles()` computes the particle colors or not.
  25362. * Default value : true. The SPS is faster when it's set to false.
  25363. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25364. */
  25365. computeParticleColor: boolean;
  25366. /**
  25367. * Gets if `setParticles()` computes the particle textures or not.
  25368. * Default value : true. The SPS is faster when it's set to false.
  25369. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25370. */
  25371. computeParticleTexture: boolean;
  25372. /**
  25373. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25374. * Default value : false. The SPS is faster when it's set to false.
  25375. * Note : the particle custom vertex positions aren't stored values.
  25376. */
  25377. /**
  25378. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25379. * Default value : false. The SPS is faster when it's set to false.
  25380. * Note : the particle custom vertex positions aren't stored values.
  25381. */
  25382. computeParticleVertex: boolean;
  25383. /**
  25384. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25385. */
  25386. /**
  25387. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25388. */
  25389. computeBoundingBox: boolean;
  25390. /**
  25391. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25392. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25393. * Default : `true`
  25394. */
  25395. /**
  25396. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25397. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25398. * Default : `true`
  25399. */
  25400. depthSortParticles: boolean;
  25401. /**
  25402. * Gets if the SPS is created as expandable at construction time.
  25403. * Default : `false`
  25404. */
  25405. readonly expandable: boolean;
  25406. /**
  25407. * This function does nothing. It may be overwritten to set all the particle first values.
  25408. * The SPS doesn't call this function, you may have to call it by your own.
  25409. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25410. */
  25411. initParticles(): void;
  25412. /**
  25413. * This function does nothing. It may be overwritten to recycle a particle.
  25414. * The SPS doesn't call this function, you may have to call it by your own.
  25415. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25416. * @param particle The particle to recycle
  25417. * @returns the recycled particle
  25418. */
  25419. recycleParticle(particle: SolidParticle): SolidParticle;
  25420. /**
  25421. * Updates a particle : this function should be overwritten by the user.
  25422. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25423. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25424. * @example : just set a particle position or velocity and recycle conditions
  25425. * @param particle The particle to update
  25426. * @returns the updated particle
  25427. */
  25428. updateParticle(particle: SolidParticle): SolidParticle;
  25429. /**
  25430. * Updates a vertex of a particle : it can be overwritten by the user.
  25431. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25432. * @param particle the current particle
  25433. * @param vertex the current index of the current particle
  25434. * @param pt the index of the current vertex in the particle shape
  25435. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25436. * @example : just set a vertex particle position
  25437. * @returns the updated vertex
  25438. */
  25439. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25440. /**
  25441. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25442. * This does nothing and may be overwritten by the user.
  25443. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25444. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25445. * @param update the boolean update value actually passed to setParticles()
  25446. */
  25447. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25448. /**
  25449. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25450. * This will be passed three parameters.
  25451. * This does nothing and may be overwritten by the user.
  25452. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25453. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25454. * @param update the boolean update value actually passed to setParticles()
  25455. */
  25456. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25457. }
  25458. }
  25459. declare module BABYLON {
  25460. /**
  25461. * Represents one particle of a solid particle system.
  25462. */
  25463. export class SolidParticle {
  25464. /**
  25465. * particle global index
  25466. */
  25467. idx: number;
  25468. /**
  25469. * The color of the particle
  25470. */
  25471. color: Nullable<Color4>;
  25472. /**
  25473. * The world space position of the particle.
  25474. */
  25475. position: Vector3;
  25476. /**
  25477. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25478. */
  25479. rotation: Vector3;
  25480. /**
  25481. * The world space rotation quaternion of the particle.
  25482. */
  25483. rotationQuaternion: Nullable<Quaternion>;
  25484. /**
  25485. * The scaling of the particle.
  25486. */
  25487. scaling: Vector3;
  25488. /**
  25489. * The uvs of the particle.
  25490. */
  25491. uvs: Vector4;
  25492. /**
  25493. * The current speed of the particle.
  25494. */
  25495. velocity: Vector3;
  25496. /**
  25497. * The pivot point in the particle local space.
  25498. */
  25499. pivot: Vector3;
  25500. /**
  25501. * Must the particle be translated from its pivot point in its local space ?
  25502. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25503. * Default : false
  25504. */
  25505. translateFromPivot: boolean;
  25506. /**
  25507. * Is the particle active or not ?
  25508. */
  25509. alive: boolean;
  25510. /**
  25511. * Is the particle visible or not ?
  25512. */
  25513. isVisible: boolean;
  25514. /**
  25515. * Index of this particle in the global "positions" array (Internal use)
  25516. * @hidden
  25517. */
  25518. _pos: number;
  25519. /**
  25520. * @hidden Index of this particle in the global "indices" array (Internal use)
  25521. */
  25522. _ind: number;
  25523. /**
  25524. * @hidden ModelShape of this particle (Internal use)
  25525. */
  25526. _model: ModelShape;
  25527. /**
  25528. * ModelShape id of this particle
  25529. */
  25530. shapeId: number;
  25531. /**
  25532. * Index of the particle in its shape id
  25533. */
  25534. idxInShape: number;
  25535. /**
  25536. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  25537. */
  25538. _modelBoundingInfo: BoundingInfo;
  25539. /**
  25540. * @hidden Particle BoundingInfo object (Internal use)
  25541. */
  25542. _boundingInfo: BoundingInfo;
  25543. /**
  25544. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  25545. */
  25546. _sps: SolidParticleSystem;
  25547. /**
  25548. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  25549. */
  25550. _stillInvisible: boolean;
  25551. /**
  25552. * @hidden Last computed particle rotation matrix
  25553. */
  25554. _rotationMatrix: number[];
  25555. /**
  25556. * Parent particle Id, if any.
  25557. * Default null.
  25558. */
  25559. parentId: Nullable<number>;
  25560. /**
  25561. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  25562. * The possible values are :
  25563. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  25564. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  25565. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  25566. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  25567. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  25568. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  25569. * */
  25570. cullingStrategy: number;
  25571. /**
  25572. * @hidden Internal global position in the SPS.
  25573. */
  25574. _globalPosition: Vector3;
  25575. /**
  25576. * Creates a Solid Particle object.
  25577. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  25578. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  25579. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  25580. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  25581. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  25582. * @param shapeId (integer) is the model shape identifier in the SPS.
  25583. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  25584. * @param sps defines the sps it is associated to
  25585. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  25586. */
  25587. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  25588. /**
  25589. * Legacy support, changed scale to scaling
  25590. */
  25591. /**
  25592. * Legacy support, changed scale to scaling
  25593. */
  25594. scale: Vector3;
  25595. /**
  25596. * Legacy support, changed quaternion to rotationQuaternion
  25597. */
  25598. /**
  25599. * Legacy support, changed quaternion to rotationQuaternion
  25600. */
  25601. quaternion: Nullable<Quaternion>;
  25602. /**
  25603. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  25604. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  25605. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  25606. * @returns true if it intersects
  25607. */
  25608. intersectsMesh(target: Mesh | SolidParticle): boolean;
  25609. /**
  25610. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  25611. * A particle is in the frustum if its bounding box intersects the frustum
  25612. * @param frustumPlanes defines the frustum to test
  25613. * @returns true if the particle is in the frustum planes
  25614. */
  25615. isInFrustum(frustumPlanes: Plane[]): boolean;
  25616. /**
  25617. * get the rotation matrix of the particle
  25618. * @hidden
  25619. */
  25620. getRotationMatrix(m: Matrix): void;
  25621. }
  25622. /**
  25623. * Represents the shape of the model used by one particle of a solid particle system.
  25624. * SPS internal tool, don't use it manually.
  25625. */
  25626. export class ModelShape {
  25627. /**
  25628. * The shape id
  25629. * @hidden
  25630. */
  25631. shapeID: number;
  25632. /**
  25633. * flat array of model positions (internal use)
  25634. * @hidden
  25635. */
  25636. _shape: Vector3[];
  25637. /**
  25638. * flat array of model UVs (internal use)
  25639. * @hidden
  25640. */
  25641. _shapeUV: number[];
  25642. /**
  25643. * length of the shape in the model indices array (internal use)
  25644. * @hidden
  25645. */
  25646. _indicesLength: number;
  25647. /**
  25648. * Custom position function (internal use)
  25649. * @hidden
  25650. */
  25651. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  25652. /**
  25653. * Custom vertex function (internal use)
  25654. * @hidden
  25655. */
  25656. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  25657. /**
  25658. * 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.
  25659. * SPS internal tool, don't use it manually.
  25660. * @hidden
  25661. */
  25662. 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>);
  25663. }
  25664. /**
  25665. * Represents a Depth Sorted Particle in the solid particle system.
  25666. */
  25667. export class DepthSortedParticle {
  25668. /**
  25669. * Index of the particle in the "indices" array
  25670. */
  25671. ind: number;
  25672. /**
  25673. * Length of the particle shape in the "indices" array
  25674. */
  25675. indicesLength: number;
  25676. /**
  25677. * Squared distance from the particle to the camera
  25678. */
  25679. sqDistance: number;
  25680. }
  25681. }
  25682. declare module BABYLON {
  25683. /**
  25684. * @hidden
  25685. */
  25686. export class _MeshCollisionData {
  25687. _checkCollisions: boolean;
  25688. _collisionMask: number;
  25689. _collisionGroup: number;
  25690. _collider: Nullable<Collider>;
  25691. _oldPositionForCollisions: Vector3;
  25692. _diffPositionForCollisions: Vector3;
  25693. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  25694. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  25695. }
  25696. }
  25697. declare module BABYLON {
  25698. /** @hidden */
  25699. class _FacetDataStorage {
  25700. facetPositions: Vector3[];
  25701. facetNormals: Vector3[];
  25702. facetPartitioning: number[][];
  25703. facetNb: number;
  25704. partitioningSubdivisions: number;
  25705. partitioningBBoxRatio: number;
  25706. facetDataEnabled: boolean;
  25707. facetParameters: any;
  25708. bbSize: Vector3;
  25709. subDiv: {
  25710. max: number;
  25711. X: number;
  25712. Y: number;
  25713. Z: number;
  25714. };
  25715. facetDepthSort: boolean;
  25716. facetDepthSortEnabled: boolean;
  25717. depthSortedIndices: IndicesArray;
  25718. depthSortedFacets: {
  25719. ind: number;
  25720. sqDistance: number;
  25721. }[];
  25722. facetDepthSortFunction: (f1: {
  25723. ind: number;
  25724. sqDistance: number;
  25725. }, f2: {
  25726. ind: number;
  25727. sqDistance: number;
  25728. }) => number;
  25729. facetDepthSortFrom: Vector3;
  25730. facetDepthSortOrigin: Vector3;
  25731. invertedMatrix: Matrix;
  25732. }
  25733. /**
  25734. * @hidden
  25735. **/
  25736. class _InternalAbstractMeshDataInfo {
  25737. _hasVertexAlpha: boolean;
  25738. _useVertexColors: boolean;
  25739. _numBoneInfluencers: number;
  25740. _applyFog: boolean;
  25741. _receiveShadows: boolean;
  25742. _facetData: _FacetDataStorage;
  25743. _visibility: number;
  25744. _skeleton: Nullable<Skeleton>;
  25745. _layerMask: number;
  25746. _computeBonesUsingShaders: boolean;
  25747. _isActive: boolean;
  25748. _onlyForInstances: boolean;
  25749. _isActiveIntermediate: boolean;
  25750. _onlyForInstancesIntermediate: boolean;
  25751. _actAsRegularMesh: boolean;
  25752. }
  25753. /**
  25754. * Class used to store all common mesh properties
  25755. */
  25756. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  25757. /** No occlusion */
  25758. static OCCLUSION_TYPE_NONE: number;
  25759. /** Occlusion set to optimisitic */
  25760. static OCCLUSION_TYPE_OPTIMISTIC: number;
  25761. /** Occlusion set to strict */
  25762. static OCCLUSION_TYPE_STRICT: number;
  25763. /** Use an accurante occlusion algorithm */
  25764. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  25765. /** Use a conservative occlusion algorithm */
  25766. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  25767. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  25768. * Test order :
  25769. * Is the bounding sphere outside the frustum ?
  25770. * If not, are the bounding box vertices outside the frustum ?
  25771. * It not, then the cullable object is in the frustum.
  25772. */
  25773. static readonly CULLINGSTRATEGY_STANDARD: number;
  25774. /** Culling strategy : Bounding Sphere Only.
  25775. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  25776. * It's also less accurate than the standard because some not visible objects can still be selected.
  25777. * Test : is the bounding sphere outside the frustum ?
  25778. * If not, then the cullable object is in the frustum.
  25779. */
  25780. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  25781. /** Culling strategy : Optimistic Inclusion.
  25782. * This in an inclusion test first, then the standard exclusion test.
  25783. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  25784. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  25785. * Anyway, it's as accurate as the standard strategy.
  25786. * Test :
  25787. * Is the cullable object bounding sphere center in the frustum ?
  25788. * If not, apply the default culling strategy.
  25789. */
  25790. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  25791. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  25792. * This in an inclusion test first, then the bounding sphere only exclusion test.
  25793. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  25794. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  25795. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  25796. * Test :
  25797. * Is the cullable object bounding sphere center in the frustum ?
  25798. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  25799. */
  25800. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  25801. /**
  25802. * No billboard
  25803. */
  25804. static readonly BILLBOARDMODE_NONE: number;
  25805. /** Billboard on X axis */
  25806. static readonly BILLBOARDMODE_X: number;
  25807. /** Billboard on Y axis */
  25808. static readonly BILLBOARDMODE_Y: number;
  25809. /** Billboard on Z axis */
  25810. static readonly BILLBOARDMODE_Z: number;
  25811. /** Billboard on all axes */
  25812. static readonly BILLBOARDMODE_ALL: number;
  25813. /** Billboard on using position instead of orientation */
  25814. static readonly BILLBOARDMODE_USE_POSITION: number;
  25815. /** @hidden */
  25816. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  25817. /**
  25818. * The culling strategy to use to check whether the mesh must be rendered or not.
  25819. * This value can be changed at any time and will be used on the next render mesh selection.
  25820. * The possible values are :
  25821. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  25822. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  25823. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  25824. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  25825. * Please read each static variable documentation to get details about the culling process.
  25826. * */
  25827. cullingStrategy: number;
  25828. /**
  25829. * Gets the number of facets in the mesh
  25830. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  25831. */
  25832. readonly facetNb: number;
  25833. /**
  25834. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  25835. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  25836. */
  25837. partitioningSubdivisions: number;
  25838. /**
  25839. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  25840. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  25841. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  25842. */
  25843. partitioningBBoxRatio: number;
  25844. /**
  25845. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  25846. * Works only for updatable meshes.
  25847. * Doesn't work with multi-materials
  25848. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  25849. */
  25850. mustDepthSortFacets: boolean;
  25851. /**
  25852. * The location (Vector3) where the facet depth sort must be computed from.
  25853. * By default, the active camera position.
  25854. * Used only when facet depth sort is enabled
  25855. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  25856. */
  25857. facetDepthSortFrom: Vector3;
  25858. /**
  25859. * gets a boolean indicating if facetData is enabled
  25860. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  25861. */
  25862. readonly isFacetDataEnabled: boolean;
  25863. /** @hidden */
  25864. _updateNonUniformScalingState(value: boolean): boolean;
  25865. /**
  25866. * An event triggered when this mesh collides with another one
  25867. */
  25868. onCollideObservable: Observable<AbstractMesh>;
  25869. /** Set a function to call when this mesh collides with another one */
  25870. onCollide: () => void;
  25871. /**
  25872. * An event triggered when the collision's position changes
  25873. */
  25874. onCollisionPositionChangeObservable: Observable<Vector3>;
  25875. /** Set a function to call when the collision's position changes */
  25876. onCollisionPositionChange: () => void;
  25877. /**
  25878. * An event triggered when material is changed
  25879. */
  25880. onMaterialChangedObservable: Observable<AbstractMesh>;
  25881. /**
  25882. * Gets or sets the orientation for POV movement & rotation
  25883. */
  25884. definedFacingForward: boolean;
  25885. /** @hidden */
  25886. _occlusionQuery: Nullable<WebGLQuery>;
  25887. /** @hidden */
  25888. _renderingGroup: Nullable<RenderingGroup>;
  25889. /**
  25890. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  25891. */
  25892. /**
  25893. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  25894. */
  25895. visibility: number;
  25896. /** Gets or sets the alpha index used to sort transparent meshes
  25897. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  25898. */
  25899. alphaIndex: number;
  25900. /**
  25901. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  25902. */
  25903. isVisible: boolean;
  25904. /**
  25905. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  25906. */
  25907. isPickable: boolean;
  25908. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  25909. showSubMeshesBoundingBox: boolean;
  25910. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  25911. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  25912. */
  25913. isBlocker: boolean;
  25914. /**
  25915. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  25916. */
  25917. enablePointerMoveEvents: boolean;
  25918. /**
  25919. * Specifies the rendering group id for this mesh (0 by default)
  25920. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  25921. */
  25922. renderingGroupId: number;
  25923. private _material;
  25924. /** Gets or sets current material */
  25925. material: Nullable<Material>;
  25926. /**
  25927. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  25928. * @see http://doc.babylonjs.com/babylon101/shadows
  25929. */
  25930. receiveShadows: boolean;
  25931. /** Defines color to use when rendering outline */
  25932. outlineColor: Color3;
  25933. /** Define width to use when rendering outline */
  25934. outlineWidth: number;
  25935. /** Defines color to use when rendering overlay */
  25936. overlayColor: Color3;
  25937. /** Defines alpha to use when rendering overlay */
  25938. overlayAlpha: number;
  25939. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  25940. hasVertexAlpha: boolean;
  25941. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  25942. useVertexColors: boolean;
  25943. /**
  25944. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  25945. */
  25946. computeBonesUsingShaders: boolean;
  25947. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  25948. numBoneInfluencers: number;
  25949. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  25950. applyFog: boolean;
  25951. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  25952. useOctreeForRenderingSelection: boolean;
  25953. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  25954. useOctreeForPicking: boolean;
  25955. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  25956. useOctreeForCollisions: boolean;
  25957. /**
  25958. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  25959. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  25960. */
  25961. layerMask: number;
  25962. /**
  25963. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  25964. */
  25965. alwaysSelectAsActiveMesh: boolean;
  25966. /**
  25967. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  25968. */
  25969. doNotSyncBoundingInfo: boolean;
  25970. /**
  25971. * Gets or sets the current action manager
  25972. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  25973. */
  25974. actionManager: Nullable<AbstractActionManager>;
  25975. private _meshCollisionData;
  25976. /**
  25977. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  25978. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25979. */
  25980. ellipsoid: Vector3;
  25981. /**
  25982. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  25983. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25984. */
  25985. ellipsoidOffset: Vector3;
  25986. /**
  25987. * Gets or sets a collision mask used to mask collisions (default is -1).
  25988. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  25989. */
  25990. collisionMask: number;
  25991. /**
  25992. * Gets or sets the current collision group mask (-1 by default).
  25993. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  25994. */
  25995. collisionGroup: number;
  25996. /**
  25997. * Defines edge width used when edgesRenderer is enabled
  25998. * @see https://www.babylonjs-playground.com/#10OJSG#13
  25999. */
  26000. edgesWidth: number;
  26001. /**
  26002. * Defines edge color used when edgesRenderer is enabled
  26003. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26004. */
  26005. edgesColor: Color4;
  26006. /** @hidden */
  26007. _edgesRenderer: Nullable<IEdgesRenderer>;
  26008. /** @hidden */
  26009. _masterMesh: Nullable<AbstractMesh>;
  26010. /** @hidden */
  26011. _boundingInfo: Nullable<BoundingInfo>;
  26012. /** @hidden */
  26013. _renderId: number;
  26014. /**
  26015. * Gets or sets the list of subMeshes
  26016. * @see http://doc.babylonjs.com/how_to/multi_materials
  26017. */
  26018. subMeshes: SubMesh[];
  26019. /** @hidden */
  26020. _intersectionsInProgress: AbstractMesh[];
  26021. /** @hidden */
  26022. _unIndexed: boolean;
  26023. /** @hidden */
  26024. _lightSources: Light[];
  26025. /** Gets the list of lights affecting that mesh */
  26026. readonly lightSources: Light[];
  26027. /** @hidden */
  26028. readonly _positions: Nullable<Vector3[]>;
  26029. /** @hidden */
  26030. _waitingData: {
  26031. lods: Nullable<any>;
  26032. actions: Nullable<any>;
  26033. freezeWorldMatrix: Nullable<boolean>;
  26034. };
  26035. /** @hidden */
  26036. _bonesTransformMatrices: Nullable<Float32Array>;
  26037. /** @hidden */
  26038. _transformMatrixTexture: Nullable<RawTexture>;
  26039. /**
  26040. * Gets or sets a skeleton to apply skining transformations
  26041. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26042. */
  26043. skeleton: Nullable<Skeleton>;
  26044. /**
  26045. * An event triggered when the mesh is rebuilt.
  26046. */
  26047. onRebuildObservable: Observable<AbstractMesh>;
  26048. /**
  26049. * Creates a new AbstractMesh
  26050. * @param name defines the name of the mesh
  26051. * @param scene defines the hosting scene
  26052. */
  26053. constructor(name: string, scene?: Nullable<Scene>);
  26054. /**
  26055. * Returns the string "AbstractMesh"
  26056. * @returns "AbstractMesh"
  26057. */
  26058. getClassName(): string;
  26059. /**
  26060. * Gets a string representation of the current mesh
  26061. * @param fullDetails defines a boolean indicating if full details must be included
  26062. * @returns a string representation of the current mesh
  26063. */
  26064. toString(fullDetails?: boolean): string;
  26065. /**
  26066. * @hidden
  26067. */
  26068. protected _getEffectiveParent(): Nullable<Node>;
  26069. /** @hidden */
  26070. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26071. /** @hidden */
  26072. _rebuild(): void;
  26073. /** @hidden */
  26074. _resyncLightSources(): void;
  26075. /** @hidden */
  26076. _resyncLighSource(light: Light): void;
  26077. /** @hidden */
  26078. _unBindEffect(): void;
  26079. /** @hidden */
  26080. _removeLightSource(light: Light, dispose: boolean): void;
  26081. private _markSubMeshesAsDirty;
  26082. /** @hidden */
  26083. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26084. /** @hidden */
  26085. _markSubMeshesAsAttributesDirty(): void;
  26086. /** @hidden */
  26087. _markSubMeshesAsMiscDirty(): void;
  26088. /**
  26089. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26090. */
  26091. scaling: Vector3;
  26092. /**
  26093. * Returns true if the mesh is blocked. Implemented by child classes
  26094. */
  26095. readonly isBlocked: boolean;
  26096. /**
  26097. * Returns the mesh itself by default. Implemented by child classes
  26098. * @param camera defines the camera to use to pick the right LOD level
  26099. * @returns the currentAbstractMesh
  26100. */
  26101. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26102. /**
  26103. * Returns 0 by default. Implemented by child classes
  26104. * @returns an integer
  26105. */
  26106. getTotalVertices(): number;
  26107. /**
  26108. * Returns a positive integer : the total number of indices in this mesh geometry.
  26109. * @returns the numner of indices or zero if the mesh has no geometry.
  26110. */
  26111. getTotalIndices(): number;
  26112. /**
  26113. * Returns null by default. Implemented by child classes
  26114. * @returns null
  26115. */
  26116. getIndices(): Nullable<IndicesArray>;
  26117. /**
  26118. * Returns the array of the requested vertex data kind. Implemented by child classes
  26119. * @param kind defines the vertex data kind to use
  26120. * @returns null
  26121. */
  26122. getVerticesData(kind: string): Nullable<FloatArray>;
  26123. /**
  26124. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26125. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26126. * Note that a new underlying VertexBuffer object is created each call.
  26127. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26128. * @param kind defines vertex data kind:
  26129. * * VertexBuffer.PositionKind
  26130. * * VertexBuffer.UVKind
  26131. * * VertexBuffer.UV2Kind
  26132. * * VertexBuffer.UV3Kind
  26133. * * VertexBuffer.UV4Kind
  26134. * * VertexBuffer.UV5Kind
  26135. * * VertexBuffer.UV6Kind
  26136. * * VertexBuffer.ColorKind
  26137. * * VertexBuffer.MatricesIndicesKind
  26138. * * VertexBuffer.MatricesIndicesExtraKind
  26139. * * VertexBuffer.MatricesWeightsKind
  26140. * * VertexBuffer.MatricesWeightsExtraKind
  26141. * @param data defines the data source
  26142. * @param updatable defines if the data must be flagged as updatable (or static)
  26143. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26144. * @returns the current mesh
  26145. */
  26146. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26147. /**
  26148. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26149. * If the mesh has no geometry, it is simply returned as it is.
  26150. * @param kind defines vertex data kind:
  26151. * * VertexBuffer.PositionKind
  26152. * * VertexBuffer.UVKind
  26153. * * VertexBuffer.UV2Kind
  26154. * * VertexBuffer.UV3Kind
  26155. * * VertexBuffer.UV4Kind
  26156. * * VertexBuffer.UV5Kind
  26157. * * VertexBuffer.UV6Kind
  26158. * * VertexBuffer.ColorKind
  26159. * * VertexBuffer.MatricesIndicesKind
  26160. * * VertexBuffer.MatricesIndicesExtraKind
  26161. * * VertexBuffer.MatricesWeightsKind
  26162. * * VertexBuffer.MatricesWeightsExtraKind
  26163. * @param data defines the data source
  26164. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26165. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26166. * @returns the current mesh
  26167. */
  26168. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26169. /**
  26170. * Sets the mesh indices,
  26171. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26172. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26173. * @param totalVertices Defines the total number of vertices
  26174. * @returns the current mesh
  26175. */
  26176. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26177. /**
  26178. * Gets a boolean indicating if specific vertex data is present
  26179. * @param kind defines the vertex data kind to use
  26180. * @returns true is data kind is present
  26181. */
  26182. isVerticesDataPresent(kind: string): boolean;
  26183. /**
  26184. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26185. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26186. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26187. * @returns a BoundingInfo
  26188. */
  26189. getBoundingInfo(): BoundingInfo;
  26190. /**
  26191. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26192. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26193. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26194. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26195. * @returns the current mesh
  26196. */
  26197. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26198. /**
  26199. * Overwrite the current bounding info
  26200. * @param boundingInfo defines the new bounding info
  26201. * @returns the current mesh
  26202. */
  26203. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26204. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26205. readonly useBones: boolean;
  26206. /** @hidden */
  26207. _preActivate(): void;
  26208. /** @hidden */
  26209. _preActivateForIntermediateRendering(renderId: number): void;
  26210. /** @hidden */
  26211. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26212. /** @hidden */
  26213. _postActivate(): void;
  26214. /** @hidden */
  26215. _freeze(): void;
  26216. /** @hidden */
  26217. _unFreeze(): void;
  26218. /**
  26219. * Gets the current world matrix
  26220. * @returns a Matrix
  26221. */
  26222. getWorldMatrix(): Matrix;
  26223. /** @hidden */
  26224. _getWorldMatrixDeterminant(): number;
  26225. /**
  26226. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26227. */
  26228. readonly isAnInstance: boolean;
  26229. /**
  26230. * Gets a boolean indicating if this mesh has instances
  26231. */
  26232. readonly hasInstances: boolean;
  26233. /**
  26234. * Perform relative position change from the point of view of behind the front of the mesh.
  26235. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26236. * Supports definition of mesh facing forward or backward
  26237. * @param amountRight defines the distance on the right axis
  26238. * @param amountUp defines the distance on the up axis
  26239. * @param amountForward defines the distance on the forward axis
  26240. * @returns the current mesh
  26241. */
  26242. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26243. /**
  26244. * Calculate relative position change from the point of view of behind the front of the mesh.
  26245. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26246. * Supports definition of mesh facing forward or backward
  26247. * @param amountRight defines the distance on the right axis
  26248. * @param amountUp defines the distance on the up axis
  26249. * @param amountForward defines the distance on the forward axis
  26250. * @returns the new displacement vector
  26251. */
  26252. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26253. /**
  26254. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26255. * Supports definition of mesh facing forward or backward
  26256. * @param flipBack defines the flip
  26257. * @param twirlClockwise defines the twirl
  26258. * @param tiltRight defines the tilt
  26259. * @returns the current mesh
  26260. */
  26261. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26262. /**
  26263. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26264. * Supports definition of mesh facing forward or backward.
  26265. * @param flipBack defines the flip
  26266. * @param twirlClockwise defines the twirl
  26267. * @param tiltRight defines the tilt
  26268. * @returns the new rotation vector
  26269. */
  26270. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26271. /**
  26272. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26273. * This means the mesh underlying bounding box and sphere are recomputed.
  26274. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26275. * @returns the current mesh
  26276. */
  26277. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26278. /** @hidden */
  26279. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26280. /** @hidden */
  26281. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26282. /** @hidden */
  26283. _updateBoundingInfo(): AbstractMesh;
  26284. /** @hidden */
  26285. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26286. /** @hidden */
  26287. protected _afterComputeWorldMatrix(): void;
  26288. /** @hidden */
  26289. readonly _effectiveMesh: AbstractMesh;
  26290. /**
  26291. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26292. * A mesh is in the frustum if its bounding box intersects the frustum
  26293. * @param frustumPlanes defines the frustum to test
  26294. * @returns true if the mesh is in the frustum planes
  26295. */
  26296. isInFrustum(frustumPlanes: Plane[]): boolean;
  26297. /**
  26298. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26299. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26300. * @param frustumPlanes defines the frustum to test
  26301. * @returns true if the mesh is completely in the frustum planes
  26302. */
  26303. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26304. /**
  26305. * True if the mesh intersects another mesh or a SolidParticle object
  26306. * @param mesh defines a target mesh or SolidParticle to test
  26307. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26308. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26309. * @returns true if there is an intersection
  26310. */
  26311. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26312. /**
  26313. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26314. * @param point defines the point to test
  26315. * @returns true if there is an intersection
  26316. */
  26317. intersectsPoint(point: Vector3): boolean;
  26318. /**
  26319. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26321. */
  26322. checkCollisions: boolean;
  26323. /**
  26324. * Gets Collider object used to compute collisions (not physics)
  26325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26326. */
  26327. readonly collider: Nullable<Collider>;
  26328. /**
  26329. * Move the mesh using collision engine
  26330. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26331. * @param displacement defines the requested displacement vector
  26332. * @returns the current mesh
  26333. */
  26334. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26335. private _onCollisionPositionChange;
  26336. /** @hidden */
  26337. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26338. /** @hidden */
  26339. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26340. /** @hidden */
  26341. _checkCollision(collider: Collider): AbstractMesh;
  26342. /** @hidden */
  26343. _generatePointsArray(): boolean;
  26344. /**
  26345. * Checks if the passed Ray intersects with the mesh
  26346. * @param ray defines the ray to use
  26347. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26348. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26349. * @returns the picking info
  26350. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26351. */
  26352. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26353. /**
  26354. * Clones the current mesh
  26355. * @param name defines the mesh name
  26356. * @param newParent defines the new mesh parent
  26357. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26358. * @returns the new mesh
  26359. */
  26360. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26361. /**
  26362. * Disposes all the submeshes of the current meshnp
  26363. * @returns the current mesh
  26364. */
  26365. releaseSubMeshes(): AbstractMesh;
  26366. /**
  26367. * Releases resources associated with this abstract mesh.
  26368. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26369. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26370. */
  26371. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26372. /**
  26373. * Adds the passed mesh as a child to the current mesh
  26374. * @param mesh defines the child mesh
  26375. * @returns the current mesh
  26376. */
  26377. addChild(mesh: AbstractMesh): AbstractMesh;
  26378. /**
  26379. * Removes the passed mesh from the current mesh children list
  26380. * @param mesh defines the child mesh
  26381. * @returns the current mesh
  26382. */
  26383. removeChild(mesh: AbstractMesh): AbstractMesh;
  26384. /** @hidden */
  26385. private _initFacetData;
  26386. /**
  26387. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26388. * This method can be called within the render loop.
  26389. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26390. * @returns the current mesh
  26391. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26392. */
  26393. updateFacetData(): AbstractMesh;
  26394. /**
  26395. * Returns the facetLocalNormals array.
  26396. * The normals are expressed in the mesh local spac
  26397. * @returns an array of Vector3
  26398. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26399. */
  26400. getFacetLocalNormals(): Vector3[];
  26401. /**
  26402. * Returns the facetLocalPositions array.
  26403. * The facet positions are expressed in the mesh local space
  26404. * @returns an array of Vector3
  26405. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26406. */
  26407. getFacetLocalPositions(): Vector3[];
  26408. /**
  26409. * Returns the facetLocalPartioning array
  26410. * @returns an array of array of numbers
  26411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26412. */
  26413. getFacetLocalPartitioning(): number[][];
  26414. /**
  26415. * Returns the i-th facet position in the world system.
  26416. * This method allocates a new Vector3 per call
  26417. * @param i defines the facet index
  26418. * @returns a new Vector3
  26419. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26420. */
  26421. getFacetPosition(i: number): Vector3;
  26422. /**
  26423. * Sets the reference Vector3 with the i-th facet position in the world system
  26424. * @param i defines the facet index
  26425. * @param ref defines the target vector
  26426. * @returns the current mesh
  26427. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26428. */
  26429. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26430. /**
  26431. * Returns the i-th facet normal in the world system.
  26432. * This method allocates a new Vector3 per call
  26433. * @param i defines the facet index
  26434. * @returns a new Vector3
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26436. */
  26437. getFacetNormal(i: number): Vector3;
  26438. /**
  26439. * Sets the reference Vector3 with the i-th facet normal in the world system
  26440. * @param i defines the facet index
  26441. * @param ref defines the target vector
  26442. * @returns the current mesh
  26443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26444. */
  26445. getFacetNormalToRef(i: number, ref: Vector3): this;
  26446. /**
  26447. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  26448. * @param x defines x coordinate
  26449. * @param y defines y coordinate
  26450. * @param z defines z coordinate
  26451. * @returns the array of facet indexes
  26452. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26453. */
  26454. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26455. /**
  26456. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26457. * @param projected sets as the (x,y,z) world projection on the facet
  26458. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26459. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26460. * @param x defines x coordinate
  26461. * @param y defines y coordinate
  26462. * @param z defines z coordinate
  26463. * @returns the face index if found (or null instead)
  26464. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26465. */
  26466. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26467. /**
  26468. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26469. * @param projected sets as the (x,y,z) local projection on the facet
  26470. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26471. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26472. * @param x defines x coordinate
  26473. * @param y defines y coordinate
  26474. * @param z defines z coordinate
  26475. * @returns the face index if found (or null instead)
  26476. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26477. */
  26478. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26479. /**
  26480. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26481. * @returns the parameters
  26482. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26483. */
  26484. getFacetDataParameters(): any;
  26485. /**
  26486. * Disables the feature FacetData and frees the related memory
  26487. * @returns the current mesh
  26488. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26489. */
  26490. disableFacetData(): AbstractMesh;
  26491. /**
  26492. * Updates the AbstractMesh indices array
  26493. * @param indices defines the data source
  26494. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26495. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  26496. * @returns the current mesh
  26497. */
  26498. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  26499. /**
  26500. * Creates new normals data for the mesh
  26501. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  26502. * @returns the current mesh
  26503. */
  26504. createNormals(updatable: boolean): AbstractMesh;
  26505. /**
  26506. * Align the mesh with a normal
  26507. * @param normal defines the normal to use
  26508. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  26509. * @returns the current mesh
  26510. */
  26511. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  26512. /** @hidden */
  26513. _checkOcclusionQuery(): boolean;
  26514. /**
  26515. * Disables the mesh edge rendering mode
  26516. * @returns the currentAbstractMesh
  26517. */
  26518. disableEdgesRendering(): AbstractMesh;
  26519. /**
  26520. * Enables the edge rendering mode on the mesh.
  26521. * This mode makes the mesh edges visible
  26522. * @param epsilon defines the maximal distance between two angles to detect a face
  26523. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  26524. * @returns the currentAbstractMesh
  26525. * @see https://www.babylonjs-playground.com/#19O9TU#0
  26526. */
  26527. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  26528. }
  26529. }
  26530. declare module BABYLON {
  26531. /**
  26532. * Interface used to define ActionEvent
  26533. */
  26534. export interface IActionEvent {
  26535. /** The mesh or sprite that triggered the action */
  26536. source: any;
  26537. /** The X mouse cursor position at the time of the event */
  26538. pointerX: number;
  26539. /** The Y mouse cursor position at the time of the event */
  26540. pointerY: number;
  26541. /** The mesh that is currently pointed at (can be null) */
  26542. meshUnderPointer: Nullable<AbstractMesh>;
  26543. /** the original (browser) event that triggered the ActionEvent */
  26544. sourceEvent?: any;
  26545. /** additional data for the event */
  26546. additionalData?: any;
  26547. }
  26548. /**
  26549. * ActionEvent is the event being sent when an action is triggered.
  26550. */
  26551. export class ActionEvent implements IActionEvent {
  26552. /** The mesh or sprite that triggered the action */
  26553. source: any;
  26554. /** The X mouse cursor position at the time of the event */
  26555. pointerX: number;
  26556. /** The Y mouse cursor position at the time of the event */
  26557. pointerY: number;
  26558. /** The mesh that is currently pointed at (can be null) */
  26559. meshUnderPointer: Nullable<AbstractMesh>;
  26560. /** the original (browser) event that triggered the ActionEvent */
  26561. sourceEvent?: any;
  26562. /** additional data for the event */
  26563. additionalData?: any;
  26564. /**
  26565. * Creates a new ActionEvent
  26566. * @param source The mesh or sprite that triggered the action
  26567. * @param pointerX The X mouse cursor position at the time of the event
  26568. * @param pointerY The Y mouse cursor position at the time of the event
  26569. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  26570. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  26571. * @param additionalData additional data for the event
  26572. */
  26573. constructor(
  26574. /** The mesh or sprite that triggered the action */
  26575. source: any,
  26576. /** The X mouse cursor position at the time of the event */
  26577. pointerX: number,
  26578. /** The Y mouse cursor position at the time of the event */
  26579. pointerY: number,
  26580. /** The mesh that is currently pointed at (can be null) */
  26581. meshUnderPointer: Nullable<AbstractMesh>,
  26582. /** the original (browser) event that triggered the ActionEvent */
  26583. sourceEvent?: any,
  26584. /** additional data for the event */
  26585. additionalData?: any);
  26586. /**
  26587. * Helper function to auto-create an ActionEvent from a source mesh.
  26588. * @param source The source mesh that triggered the event
  26589. * @param evt The original (browser) event
  26590. * @param additionalData additional data for the event
  26591. * @returns the new ActionEvent
  26592. */
  26593. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  26594. /**
  26595. * Helper function to auto-create an ActionEvent from a source sprite
  26596. * @param source The source sprite that triggered the event
  26597. * @param scene Scene associated with the sprite
  26598. * @param evt The original (browser) event
  26599. * @param additionalData additional data for the event
  26600. * @returns the new ActionEvent
  26601. */
  26602. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  26603. /**
  26604. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  26605. * @param scene the scene where the event occurred
  26606. * @param evt The original (browser) event
  26607. * @returns the new ActionEvent
  26608. */
  26609. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  26610. /**
  26611. * Helper function to auto-create an ActionEvent from a primitive
  26612. * @param prim defines the target primitive
  26613. * @param pointerPos defines the pointer position
  26614. * @param evt The original (browser) event
  26615. * @param additionalData additional data for the event
  26616. * @returns the new ActionEvent
  26617. */
  26618. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  26619. }
  26620. }
  26621. declare module BABYLON {
  26622. /**
  26623. * Abstract class used to decouple action Manager from scene and meshes.
  26624. * Do not instantiate.
  26625. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26626. */
  26627. export abstract class AbstractActionManager implements IDisposable {
  26628. /** Gets the list of active triggers */
  26629. static Triggers: {
  26630. [key: string]: number;
  26631. };
  26632. /** Gets the cursor to use when hovering items */
  26633. hoverCursor: string;
  26634. /** Gets the list of actions */
  26635. actions: IAction[];
  26636. /**
  26637. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  26638. */
  26639. isRecursive: boolean;
  26640. /**
  26641. * Releases all associated resources
  26642. */
  26643. abstract dispose(): void;
  26644. /**
  26645. * Does this action manager has pointer triggers
  26646. */
  26647. abstract readonly hasPointerTriggers: boolean;
  26648. /**
  26649. * Does this action manager has pick triggers
  26650. */
  26651. abstract readonly hasPickTriggers: boolean;
  26652. /**
  26653. * Process a specific trigger
  26654. * @param trigger defines the trigger to process
  26655. * @param evt defines the event details to be processed
  26656. */
  26657. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  26658. /**
  26659. * Does this action manager handles actions of any of the given triggers
  26660. * @param triggers defines the triggers to be tested
  26661. * @return a boolean indicating whether one (or more) of the triggers is handled
  26662. */
  26663. abstract hasSpecificTriggers(triggers: number[]): boolean;
  26664. /**
  26665. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  26666. * speed.
  26667. * @param triggerA defines the trigger to be tested
  26668. * @param triggerB defines the trigger to be tested
  26669. * @return a boolean indicating whether one (or more) of the triggers is handled
  26670. */
  26671. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  26672. /**
  26673. * Does this action manager handles actions of a given trigger
  26674. * @param trigger defines the trigger to be tested
  26675. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  26676. * @return whether the trigger is handled
  26677. */
  26678. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  26679. /**
  26680. * Serialize this manager to a JSON object
  26681. * @param name defines the property name to store this manager
  26682. * @returns a JSON representation of this manager
  26683. */
  26684. abstract serialize(name: string): any;
  26685. /**
  26686. * Registers an action to this action manager
  26687. * @param action defines the action to be registered
  26688. * @return the action amended (prepared) after registration
  26689. */
  26690. abstract registerAction(action: IAction): Nullable<IAction>;
  26691. /**
  26692. * Unregisters an action to this action manager
  26693. * @param action defines the action to be unregistered
  26694. * @return a boolean indicating whether the action has been unregistered
  26695. */
  26696. abstract unregisterAction(action: IAction): Boolean;
  26697. /**
  26698. * Does exist one action manager with at least one trigger
  26699. **/
  26700. static readonly HasTriggers: boolean;
  26701. /**
  26702. * Does exist one action manager with at least one pick trigger
  26703. **/
  26704. static readonly HasPickTriggers: boolean;
  26705. /**
  26706. * Does exist one action manager that handles actions of a given trigger
  26707. * @param trigger defines the trigger to be tested
  26708. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  26709. **/
  26710. static HasSpecificTrigger(trigger: number): boolean;
  26711. }
  26712. }
  26713. declare module BABYLON {
  26714. /**
  26715. * Defines how a node can be built from a string name.
  26716. */
  26717. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  26718. /**
  26719. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  26720. */
  26721. export class Node implements IBehaviorAware<Node> {
  26722. /** @hidden */
  26723. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  26724. private static _NodeConstructors;
  26725. /**
  26726. * Add a new node constructor
  26727. * @param type defines the type name of the node to construct
  26728. * @param constructorFunc defines the constructor function
  26729. */
  26730. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  26731. /**
  26732. * Returns a node constructor based on type name
  26733. * @param type defines the type name
  26734. * @param name defines the new node name
  26735. * @param scene defines the hosting scene
  26736. * @param options defines optional options to transmit to constructors
  26737. * @returns the new constructor or null
  26738. */
  26739. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  26740. /**
  26741. * Gets or sets the name of the node
  26742. */
  26743. name: string;
  26744. /**
  26745. * Gets or sets the id of the node
  26746. */
  26747. id: string;
  26748. /**
  26749. * Gets or sets the unique id of the node
  26750. */
  26751. uniqueId: number;
  26752. /**
  26753. * Gets or sets a string used to store user defined state for the node
  26754. */
  26755. state: string;
  26756. /**
  26757. * Gets or sets an object used to store user defined information for the node
  26758. */
  26759. metadata: any;
  26760. /**
  26761. * For internal use only. Please do not use.
  26762. */
  26763. reservedDataStore: any;
  26764. /**
  26765. * List of inspectable custom properties (used by the Inspector)
  26766. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  26767. */
  26768. inspectableCustomProperties: IInspectable[];
  26769. private _doNotSerialize;
  26770. /**
  26771. * Gets or sets a boolean used to define if the node must be serialized
  26772. */
  26773. doNotSerialize: boolean;
  26774. /** @hidden */
  26775. _isDisposed: boolean;
  26776. /**
  26777. * Gets a list of Animations associated with the node
  26778. */
  26779. animations: Animation[];
  26780. protected _ranges: {
  26781. [name: string]: Nullable<AnimationRange>;
  26782. };
  26783. /**
  26784. * Callback raised when the node is ready to be used
  26785. */
  26786. onReady: Nullable<(node: Node) => void>;
  26787. private _isEnabled;
  26788. private _isParentEnabled;
  26789. private _isReady;
  26790. /** @hidden */
  26791. _currentRenderId: number;
  26792. private _parentUpdateId;
  26793. /** @hidden */
  26794. _childUpdateId: number;
  26795. /** @hidden */
  26796. _waitingParentId: Nullable<string>;
  26797. /** @hidden */
  26798. _scene: Scene;
  26799. /** @hidden */
  26800. _cache: any;
  26801. private _parentNode;
  26802. private _children;
  26803. /** @hidden */
  26804. _worldMatrix: Matrix;
  26805. /** @hidden */
  26806. _worldMatrixDeterminant: number;
  26807. /** @hidden */
  26808. _worldMatrixDeterminantIsDirty: boolean;
  26809. /** @hidden */
  26810. private _sceneRootNodesIndex;
  26811. /**
  26812. * Gets a boolean indicating if the node has been disposed
  26813. * @returns true if the node was disposed
  26814. */
  26815. isDisposed(): boolean;
  26816. /**
  26817. * Gets or sets the parent of the node (without keeping the current position in the scene)
  26818. * @see https://doc.babylonjs.com/how_to/parenting
  26819. */
  26820. parent: Nullable<Node>;
  26821. private addToSceneRootNodes;
  26822. private removeFromSceneRootNodes;
  26823. private _animationPropertiesOverride;
  26824. /**
  26825. * Gets or sets the animation properties override
  26826. */
  26827. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  26828. /**
  26829. * Gets a string idenfifying the name of the class
  26830. * @returns "Node" string
  26831. */
  26832. getClassName(): string;
  26833. /** @hidden */
  26834. readonly _isNode: boolean;
  26835. /**
  26836. * An event triggered when the mesh is disposed
  26837. */
  26838. onDisposeObservable: Observable<Node>;
  26839. private _onDisposeObserver;
  26840. /**
  26841. * Sets a callback that will be raised when the node will be disposed
  26842. */
  26843. onDispose: () => void;
  26844. /**
  26845. * Creates a new Node
  26846. * @param name the name and id to be given to this node
  26847. * @param scene the scene this node will be added to
  26848. * @param addToRootNodes the node will be added to scene.rootNodes
  26849. */
  26850. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  26851. /**
  26852. * Gets the scene of the node
  26853. * @returns a scene
  26854. */
  26855. getScene(): Scene;
  26856. /**
  26857. * Gets the engine of the node
  26858. * @returns a Engine
  26859. */
  26860. getEngine(): Engine;
  26861. private _behaviors;
  26862. /**
  26863. * Attach a behavior to the node
  26864. * @see http://doc.babylonjs.com/features/behaviour
  26865. * @param behavior defines the behavior to attach
  26866. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  26867. * @returns the current Node
  26868. */
  26869. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  26870. /**
  26871. * Remove an attached behavior
  26872. * @see http://doc.babylonjs.com/features/behaviour
  26873. * @param behavior defines the behavior to attach
  26874. * @returns the current Node
  26875. */
  26876. removeBehavior(behavior: Behavior<Node>): Node;
  26877. /**
  26878. * Gets the list of attached behaviors
  26879. * @see http://doc.babylonjs.com/features/behaviour
  26880. */
  26881. readonly behaviors: Behavior<Node>[];
  26882. /**
  26883. * Gets an attached behavior by name
  26884. * @param name defines the name of the behavior to look for
  26885. * @see http://doc.babylonjs.com/features/behaviour
  26886. * @returns null if behavior was not found else the requested behavior
  26887. */
  26888. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  26889. /**
  26890. * Returns the latest update of the World matrix
  26891. * @returns a Matrix
  26892. */
  26893. getWorldMatrix(): Matrix;
  26894. /** @hidden */
  26895. _getWorldMatrixDeterminant(): number;
  26896. /**
  26897. * Returns directly the latest state of the mesh World matrix.
  26898. * A Matrix is returned.
  26899. */
  26900. readonly worldMatrixFromCache: Matrix;
  26901. /** @hidden */
  26902. _initCache(): void;
  26903. /** @hidden */
  26904. updateCache(force?: boolean): void;
  26905. /** @hidden */
  26906. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26907. /** @hidden */
  26908. _updateCache(ignoreParentClass?: boolean): void;
  26909. /** @hidden */
  26910. _isSynchronized(): boolean;
  26911. /** @hidden */
  26912. _markSyncedWithParent(): void;
  26913. /** @hidden */
  26914. isSynchronizedWithParent(): boolean;
  26915. /** @hidden */
  26916. isSynchronized(): boolean;
  26917. /**
  26918. * Is this node ready to be used/rendered
  26919. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  26920. * @return true if the node is ready
  26921. */
  26922. isReady(completeCheck?: boolean): boolean;
  26923. /**
  26924. * Is this node enabled?
  26925. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  26926. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  26927. * @return whether this node (and its parent) is enabled
  26928. */
  26929. isEnabled(checkAncestors?: boolean): boolean;
  26930. /** @hidden */
  26931. protected _syncParentEnabledState(): void;
  26932. /**
  26933. * Set the enabled state of this node
  26934. * @param value defines the new enabled state
  26935. */
  26936. setEnabled(value: boolean): void;
  26937. /**
  26938. * Is this node a descendant of the given node?
  26939. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  26940. * @param ancestor defines the parent node to inspect
  26941. * @returns a boolean indicating if this node is a descendant of the given node
  26942. */
  26943. isDescendantOf(ancestor: Node): boolean;
  26944. /** @hidden */
  26945. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  26946. /**
  26947. * Will return all nodes that have this node as ascendant
  26948. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  26949. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  26950. * @return all children nodes of all types
  26951. */
  26952. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  26953. /**
  26954. * Get all child-meshes of this node
  26955. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  26956. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  26957. * @returns an array of AbstractMesh
  26958. */
  26959. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  26960. /**
  26961. * Get all direct children of this node
  26962. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  26963. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  26964. * @returns an array of Node
  26965. */
  26966. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  26967. /** @hidden */
  26968. _setReady(state: boolean): void;
  26969. /**
  26970. * Get an animation by name
  26971. * @param name defines the name of the animation to look for
  26972. * @returns null if not found else the requested animation
  26973. */
  26974. getAnimationByName(name: string): Nullable<Animation>;
  26975. /**
  26976. * Creates an animation range for this node
  26977. * @param name defines the name of the range
  26978. * @param from defines the starting key
  26979. * @param to defines the end key
  26980. */
  26981. createAnimationRange(name: string, from: number, to: number): void;
  26982. /**
  26983. * Delete a specific animation range
  26984. * @param name defines the name of the range to delete
  26985. * @param deleteFrames defines if animation frames from the range must be deleted as well
  26986. */
  26987. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  26988. /**
  26989. * Get an animation range by name
  26990. * @param name defines the name of the animation range to look for
  26991. * @returns null if not found else the requested animation range
  26992. */
  26993. getAnimationRange(name: string): Nullable<AnimationRange>;
  26994. /**
  26995. * Gets the list of all animation ranges defined on this node
  26996. * @returns an array
  26997. */
  26998. getAnimationRanges(): Nullable<AnimationRange>[];
  26999. /**
  27000. * Will start the animation sequence
  27001. * @param name defines the range frames for animation sequence
  27002. * @param loop defines if the animation should loop (false by default)
  27003. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27004. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27005. * @returns the object created for this animation. If range does not exist, it will return null
  27006. */
  27007. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27008. /**
  27009. * Serialize animation ranges into a JSON compatible object
  27010. * @returns serialization object
  27011. */
  27012. serializeAnimationRanges(): any;
  27013. /**
  27014. * Computes the world matrix of the node
  27015. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27016. * @returns the world matrix
  27017. */
  27018. computeWorldMatrix(force?: boolean): Matrix;
  27019. /**
  27020. * Releases resources associated with this node.
  27021. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27022. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27023. */
  27024. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27025. /**
  27026. * Parse animation range data from a serialization object and store them into a given node
  27027. * @param node defines where to store the animation ranges
  27028. * @param parsedNode defines the serialization object to read data from
  27029. * @param scene defines the hosting scene
  27030. */
  27031. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27032. /**
  27033. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27034. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27035. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27036. * @returns the new bounding vectors
  27037. */
  27038. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27039. min: Vector3;
  27040. max: Vector3;
  27041. };
  27042. }
  27043. }
  27044. declare module BABYLON {
  27045. /**
  27046. * @hidden
  27047. */
  27048. export class _IAnimationState {
  27049. key: number;
  27050. repeatCount: number;
  27051. workValue?: any;
  27052. loopMode?: number;
  27053. offsetValue?: any;
  27054. highLimitValue?: any;
  27055. }
  27056. /**
  27057. * Class used to store any kind of animation
  27058. */
  27059. export class Animation {
  27060. /**Name of the animation */
  27061. name: string;
  27062. /**Property to animate */
  27063. targetProperty: string;
  27064. /**The frames per second of the animation */
  27065. framePerSecond: number;
  27066. /**The data type of the animation */
  27067. dataType: number;
  27068. /**The loop mode of the animation */
  27069. loopMode?: number | undefined;
  27070. /**Specifies if blending should be enabled */
  27071. enableBlending?: boolean | undefined;
  27072. /**
  27073. * Use matrix interpolation instead of using direct key value when animating matrices
  27074. */
  27075. static AllowMatricesInterpolation: boolean;
  27076. /**
  27077. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27078. */
  27079. static AllowMatrixDecomposeForInterpolation: boolean;
  27080. /**
  27081. * Stores the key frames of the animation
  27082. */
  27083. private _keys;
  27084. /**
  27085. * Stores the easing function of the animation
  27086. */
  27087. private _easingFunction;
  27088. /**
  27089. * @hidden Internal use only
  27090. */
  27091. _runtimeAnimations: RuntimeAnimation[];
  27092. /**
  27093. * The set of event that will be linked to this animation
  27094. */
  27095. private _events;
  27096. /**
  27097. * Stores an array of target property paths
  27098. */
  27099. targetPropertyPath: string[];
  27100. /**
  27101. * Stores the blending speed of the animation
  27102. */
  27103. blendingSpeed: number;
  27104. /**
  27105. * Stores the animation ranges for the animation
  27106. */
  27107. private _ranges;
  27108. /**
  27109. * @hidden Internal use
  27110. */
  27111. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27112. /**
  27113. * Sets up an animation
  27114. * @param property The property to animate
  27115. * @param animationType The animation type to apply
  27116. * @param framePerSecond The frames per second of the animation
  27117. * @param easingFunction The easing function used in the animation
  27118. * @returns The created animation
  27119. */
  27120. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27121. /**
  27122. * Create and start an animation on a node
  27123. * @param name defines the name of the global animation that will be run on all nodes
  27124. * @param node defines the root node where the animation will take place
  27125. * @param targetProperty defines property to animate
  27126. * @param framePerSecond defines the number of frame per second yo use
  27127. * @param totalFrame defines the number of frames in total
  27128. * @param from defines the initial value
  27129. * @param to defines the final value
  27130. * @param loopMode defines which loop mode you want to use (off by default)
  27131. * @param easingFunction defines the easing function to use (linear by default)
  27132. * @param onAnimationEnd defines the callback to call when animation end
  27133. * @returns the animatable created for this animation
  27134. */
  27135. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27136. /**
  27137. * Create and start an animation on a node and its descendants
  27138. * @param name defines the name of the global animation that will be run on all nodes
  27139. * @param node defines the root node where the animation will take place
  27140. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27141. * @param targetProperty defines property to animate
  27142. * @param framePerSecond defines the number of frame per second to use
  27143. * @param totalFrame defines the number of frames in total
  27144. * @param from defines the initial value
  27145. * @param to defines the final value
  27146. * @param loopMode defines which loop mode you want to use (off by default)
  27147. * @param easingFunction defines the easing function to use (linear by default)
  27148. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27149. * @returns the list of animatables created for all nodes
  27150. * @example https://www.babylonjs-playground.com/#MH0VLI
  27151. */
  27152. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27153. /**
  27154. * Creates a new animation, merges it with the existing animations and starts it
  27155. * @param name Name of the animation
  27156. * @param node Node which contains the scene that begins the animations
  27157. * @param targetProperty Specifies which property to animate
  27158. * @param framePerSecond The frames per second of the animation
  27159. * @param totalFrame The total number of frames
  27160. * @param from The frame at the beginning of the animation
  27161. * @param to The frame at the end of the animation
  27162. * @param loopMode Specifies the loop mode of the animation
  27163. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27164. * @param onAnimationEnd Callback to run once the animation is complete
  27165. * @returns Nullable animation
  27166. */
  27167. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27168. /**
  27169. * Transition property of an host to the target Value
  27170. * @param property The property to transition
  27171. * @param targetValue The target Value of the property
  27172. * @param host The object where the property to animate belongs
  27173. * @param scene Scene used to run the animation
  27174. * @param frameRate Framerate (in frame/s) to use
  27175. * @param transition The transition type we want to use
  27176. * @param duration The duration of the animation, in milliseconds
  27177. * @param onAnimationEnd Callback trigger at the end of the animation
  27178. * @returns Nullable animation
  27179. */
  27180. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27181. /**
  27182. * Return the array of runtime animations currently using this animation
  27183. */
  27184. readonly runtimeAnimations: RuntimeAnimation[];
  27185. /**
  27186. * Specifies if any of the runtime animations are currently running
  27187. */
  27188. readonly hasRunningRuntimeAnimations: boolean;
  27189. /**
  27190. * Initializes the animation
  27191. * @param name Name of the animation
  27192. * @param targetProperty Property to animate
  27193. * @param framePerSecond The frames per second of the animation
  27194. * @param dataType The data type of the animation
  27195. * @param loopMode The loop mode of the animation
  27196. * @param enableBlending Specifies if blending should be enabled
  27197. */
  27198. constructor(
  27199. /**Name of the animation */
  27200. name: string,
  27201. /**Property to animate */
  27202. targetProperty: string,
  27203. /**The frames per second of the animation */
  27204. framePerSecond: number,
  27205. /**The data type of the animation */
  27206. dataType: number,
  27207. /**The loop mode of the animation */
  27208. loopMode?: number | undefined,
  27209. /**Specifies if blending should be enabled */
  27210. enableBlending?: boolean | undefined);
  27211. /**
  27212. * Converts the animation to a string
  27213. * @param fullDetails support for multiple levels of logging within scene loading
  27214. * @returns String form of the animation
  27215. */
  27216. toString(fullDetails?: boolean): string;
  27217. /**
  27218. * Add an event to this animation
  27219. * @param event Event to add
  27220. */
  27221. addEvent(event: AnimationEvent): void;
  27222. /**
  27223. * Remove all events found at the given frame
  27224. * @param frame The frame to remove events from
  27225. */
  27226. removeEvents(frame: number): void;
  27227. /**
  27228. * Retrieves all the events from the animation
  27229. * @returns Events from the animation
  27230. */
  27231. getEvents(): AnimationEvent[];
  27232. /**
  27233. * Creates an animation range
  27234. * @param name Name of the animation range
  27235. * @param from Starting frame of the animation range
  27236. * @param to Ending frame of the animation
  27237. */
  27238. createRange(name: string, from: number, to: number): void;
  27239. /**
  27240. * Deletes an animation range by name
  27241. * @param name Name of the animation range to delete
  27242. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27243. */
  27244. deleteRange(name: string, deleteFrames?: boolean): void;
  27245. /**
  27246. * Gets the animation range by name, or null if not defined
  27247. * @param name Name of the animation range
  27248. * @returns Nullable animation range
  27249. */
  27250. getRange(name: string): Nullable<AnimationRange>;
  27251. /**
  27252. * Gets the key frames from the animation
  27253. * @returns The key frames of the animation
  27254. */
  27255. getKeys(): Array<IAnimationKey>;
  27256. /**
  27257. * Gets the highest frame rate of the animation
  27258. * @returns Highest frame rate of the animation
  27259. */
  27260. getHighestFrame(): number;
  27261. /**
  27262. * Gets the easing function of the animation
  27263. * @returns Easing function of the animation
  27264. */
  27265. getEasingFunction(): IEasingFunction;
  27266. /**
  27267. * Sets the easing function of the animation
  27268. * @param easingFunction A custom mathematical formula for animation
  27269. */
  27270. setEasingFunction(easingFunction: EasingFunction): void;
  27271. /**
  27272. * Interpolates a scalar linearly
  27273. * @param startValue Start value of the animation curve
  27274. * @param endValue End value of the animation curve
  27275. * @param gradient Scalar amount to interpolate
  27276. * @returns Interpolated scalar value
  27277. */
  27278. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27279. /**
  27280. * Interpolates a scalar cubically
  27281. * @param startValue Start value of the animation curve
  27282. * @param outTangent End tangent of the animation
  27283. * @param endValue End value of the animation curve
  27284. * @param inTangent Start tangent of the animation curve
  27285. * @param gradient Scalar amount to interpolate
  27286. * @returns Interpolated scalar value
  27287. */
  27288. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27289. /**
  27290. * Interpolates a quaternion using a spherical linear interpolation
  27291. * @param startValue Start value of the animation curve
  27292. * @param endValue End value of the animation curve
  27293. * @param gradient Scalar amount to interpolate
  27294. * @returns Interpolated quaternion value
  27295. */
  27296. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27297. /**
  27298. * Interpolates a quaternion cubically
  27299. * @param startValue Start value of the animation curve
  27300. * @param outTangent End tangent of the animation curve
  27301. * @param endValue End value of the animation curve
  27302. * @param inTangent Start tangent of the animation curve
  27303. * @param gradient Scalar amount to interpolate
  27304. * @returns Interpolated quaternion value
  27305. */
  27306. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27307. /**
  27308. * Interpolates a Vector3 linearl
  27309. * @param startValue Start value of the animation curve
  27310. * @param endValue End value of the animation curve
  27311. * @param gradient Scalar amount to interpolate
  27312. * @returns Interpolated scalar value
  27313. */
  27314. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27315. /**
  27316. * Interpolates a Vector3 cubically
  27317. * @param startValue Start value of the animation curve
  27318. * @param outTangent End tangent of the animation
  27319. * @param endValue End value of the animation curve
  27320. * @param inTangent Start tangent of the animation curve
  27321. * @param gradient Scalar amount to interpolate
  27322. * @returns InterpolatedVector3 value
  27323. */
  27324. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27325. /**
  27326. * Interpolates a Vector2 linearly
  27327. * @param startValue Start value of the animation curve
  27328. * @param endValue End value of the animation curve
  27329. * @param gradient Scalar amount to interpolate
  27330. * @returns Interpolated Vector2 value
  27331. */
  27332. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27333. /**
  27334. * Interpolates a Vector2 cubically
  27335. * @param startValue Start value of the animation curve
  27336. * @param outTangent End tangent of the animation
  27337. * @param endValue End value of the animation curve
  27338. * @param inTangent Start tangent of the animation curve
  27339. * @param gradient Scalar amount to interpolate
  27340. * @returns Interpolated Vector2 value
  27341. */
  27342. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27343. /**
  27344. * Interpolates a size linearly
  27345. * @param startValue Start value of the animation curve
  27346. * @param endValue End value of the animation curve
  27347. * @param gradient Scalar amount to interpolate
  27348. * @returns Interpolated Size value
  27349. */
  27350. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27351. /**
  27352. * Interpolates a Color3 linearly
  27353. * @param startValue Start value of the animation curve
  27354. * @param endValue End value of the animation curve
  27355. * @param gradient Scalar amount to interpolate
  27356. * @returns Interpolated Color3 value
  27357. */
  27358. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27359. /**
  27360. * @hidden Internal use only
  27361. */
  27362. _getKeyValue(value: any): any;
  27363. /**
  27364. * @hidden Internal use only
  27365. */
  27366. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27367. /**
  27368. * Defines the function to use to interpolate matrices
  27369. * @param startValue defines the start matrix
  27370. * @param endValue defines the end matrix
  27371. * @param gradient defines the gradient between both matrices
  27372. * @param result defines an optional target matrix where to store the interpolation
  27373. * @returns the interpolated matrix
  27374. */
  27375. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27376. /**
  27377. * Makes a copy of the animation
  27378. * @returns Cloned animation
  27379. */
  27380. clone(): Animation;
  27381. /**
  27382. * Sets the key frames of the animation
  27383. * @param values The animation key frames to set
  27384. */
  27385. setKeys(values: Array<IAnimationKey>): void;
  27386. /**
  27387. * Serializes the animation to an object
  27388. * @returns Serialized object
  27389. */
  27390. serialize(): any;
  27391. /**
  27392. * Float animation type
  27393. */
  27394. private static _ANIMATIONTYPE_FLOAT;
  27395. /**
  27396. * Vector3 animation type
  27397. */
  27398. private static _ANIMATIONTYPE_VECTOR3;
  27399. /**
  27400. * Quaternion animation type
  27401. */
  27402. private static _ANIMATIONTYPE_QUATERNION;
  27403. /**
  27404. * Matrix animation type
  27405. */
  27406. private static _ANIMATIONTYPE_MATRIX;
  27407. /**
  27408. * Color3 animation type
  27409. */
  27410. private static _ANIMATIONTYPE_COLOR3;
  27411. /**
  27412. * Vector2 animation type
  27413. */
  27414. private static _ANIMATIONTYPE_VECTOR2;
  27415. /**
  27416. * Size animation type
  27417. */
  27418. private static _ANIMATIONTYPE_SIZE;
  27419. /**
  27420. * Relative Loop Mode
  27421. */
  27422. private static _ANIMATIONLOOPMODE_RELATIVE;
  27423. /**
  27424. * Cycle Loop Mode
  27425. */
  27426. private static _ANIMATIONLOOPMODE_CYCLE;
  27427. /**
  27428. * Constant Loop Mode
  27429. */
  27430. private static _ANIMATIONLOOPMODE_CONSTANT;
  27431. /**
  27432. * Get the float animation type
  27433. */
  27434. static readonly ANIMATIONTYPE_FLOAT: number;
  27435. /**
  27436. * Get the Vector3 animation type
  27437. */
  27438. static readonly ANIMATIONTYPE_VECTOR3: number;
  27439. /**
  27440. * Get the Vector2 animation type
  27441. */
  27442. static readonly ANIMATIONTYPE_VECTOR2: number;
  27443. /**
  27444. * Get the Size animation type
  27445. */
  27446. static readonly ANIMATIONTYPE_SIZE: number;
  27447. /**
  27448. * Get the Quaternion animation type
  27449. */
  27450. static readonly ANIMATIONTYPE_QUATERNION: number;
  27451. /**
  27452. * Get the Matrix animation type
  27453. */
  27454. static readonly ANIMATIONTYPE_MATRIX: number;
  27455. /**
  27456. * Get the Color3 animation type
  27457. */
  27458. static readonly ANIMATIONTYPE_COLOR3: number;
  27459. /**
  27460. * Get the Relative Loop Mode
  27461. */
  27462. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27463. /**
  27464. * Get the Cycle Loop Mode
  27465. */
  27466. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  27467. /**
  27468. * Get the Constant Loop Mode
  27469. */
  27470. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  27471. /** @hidden */
  27472. static _UniversalLerp(left: any, right: any, amount: number): any;
  27473. /**
  27474. * Parses an animation object and creates an animation
  27475. * @param parsedAnimation Parsed animation object
  27476. * @returns Animation object
  27477. */
  27478. static Parse(parsedAnimation: any): Animation;
  27479. /**
  27480. * Appends the serialized animations from the source animations
  27481. * @param source Source containing the animations
  27482. * @param destination Target to store the animations
  27483. */
  27484. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  27485. }
  27486. }
  27487. declare module BABYLON {
  27488. /**
  27489. * Interface containing an array of animations
  27490. */
  27491. export interface IAnimatable {
  27492. /**
  27493. * Array of animations
  27494. */
  27495. animations: Nullable<Array<Animation>>;
  27496. }
  27497. }
  27498. declare module BABYLON {
  27499. /**
  27500. * This represents all the required information to add a fresnel effect on a material:
  27501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27502. */
  27503. export class FresnelParameters {
  27504. private _isEnabled;
  27505. /**
  27506. * Define if the fresnel effect is enable or not.
  27507. */
  27508. isEnabled: boolean;
  27509. /**
  27510. * Define the color used on edges (grazing angle)
  27511. */
  27512. leftColor: Color3;
  27513. /**
  27514. * Define the color used on center
  27515. */
  27516. rightColor: Color3;
  27517. /**
  27518. * Define bias applied to computed fresnel term
  27519. */
  27520. bias: number;
  27521. /**
  27522. * Defined the power exponent applied to fresnel term
  27523. */
  27524. power: number;
  27525. /**
  27526. * Clones the current fresnel and its valuues
  27527. * @returns a clone fresnel configuration
  27528. */
  27529. clone(): FresnelParameters;
  27530. /**
  27531. * Serializes the current fresnel parameters to a JSON representation.
  27532. * @return the JSON serialization
  27533. */
  27534. serialize(): any;
  27535. /**
  27536. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  27537. * @param parsedFresnelParameters Define the JSON representation
  27538. * @returns the parsed parameters
  27539. */
  27540. static Parse(parsedFresnelParameters: any): FresnelParameters;
  27541. }
  27542. }
  27543. declare module BABYLON {
  27544. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  27545. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27546. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27547. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27548. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27549. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27550. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27551. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27552. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27553. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27554. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27555. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27556. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27557. /**
  27558. * Decorator used to define property that can be serialized as reference to a camera
  27559. * @param sourceName defines the name of the property to decorate
  27560. */
  27561. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  27562. /**
  27563. * Class used to help serialization objects
  27564. */
  27565. export class SerializationHelper {
  27566. /** @hidden */
  27567. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  27568. /** @hidden */
  27569. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  27570. /** @hidden */
  27571. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  27572. /** @hidden */
  27573. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  27574. /**
  27575. * Appends the serialized animations from the source animations
  27576. * @param source Source containing the animations
  27577. * @param destination Target to store the animations
  27578. */
  27579. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  27580. /**
  27581. * Static function used to serialized a specific entity
  27582. * @param entity defines the entity to serialize
  27583. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  27584. * @returns a JSON compatible object representing the serialization of the entity
  27585. */
  27586. static Serialize<T>(entity: T, serializationObject?: any): any;
  27587. /**
  27588. * Creates a new entity from a serialization data object
  27589. * @param creationFunction defines a function used to instanciated the new entity
  27590. * @param source defines the source serialization data
  27591. * @param scene defines the hosting scene
  27592. * @param rootUrl defines the root url for resources
  27593. * @returns a new entity
  27594. */
  27595. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  27596. /**
  27597. * Clones an object
  27598. * @param creationFunction defines the function used to instanciate the new object
  27599. * @param source defines the source object
  27600. * @returns the cloned object
  27601. */
  27602. static Clone<T>(creationFunction: () => T, source: T): T;
  27603. /**
  27604. * Instanciates a new object based on a source one (some data will be shared between both object)
  27605. * @param creationFunction defines the function used to instanciate the new object
  27606. * @param source defines the source object
  27607. * @returns the new object
  27608. */
  27609. static Instanciate<T>(creationFunction: () => T, source: T): T;
  27610. }
  27611. }
  27612. declare module BABYLON {
  27613. /**
  27614. * Class used to manipulate GUIDs
  27615. */
  27616. export class GUID {
  27617. /**
  27618. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  27619. * Be aware Math.random() could cause collisions, but:
  27620. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  27621. * @returns a pseudo random id
  27622. */
  27623. static RandomId(): string;
  27624. }
  27625. }
  27626. declare module BABYLON {
  27627. /**
  27628. * Base class of all the textures in babylon.
  27629. * It groups all the common properties the materials, post process, lights... might need
  27630. * in order to make a correct use of the texture.
  27631. */
  27632. export class BaseTexture implements IAnimatable {
  27633. /**
  27634. * Default anisotropic filtering level for the application.
  27635. * It is set to 4 as a good tradeoff between perf and quality.
  27636. */
  27637. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  27638. /**
  27639. * Gets or sets the unique id of the texture
  27640. */
  27641. uniqueId: number;
  27642. /**
  27643. * Define the name of the texture.
  27644. */
  27645. name: string;
  27646. /**
  27647. * Gets or sets an object used to store user defined information.
  27648. */
  27649. metadata: any;
  27650. /**
  27651. * For internal use only. Please do not use.
  27652. */
  27653. reservedDataStore: any;
  27654. private _hasAlpha;
  27655. /**
  27656. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  27657. */
  27658. hasAlpha: boolean;
  27659. /**
  27660. * Defines if the alpha value should be determined via the rgb values.
  27661. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  27662. */
  27663. getAlphaFromRGB: boolean;
  27664. /**
  27665. * Intensity or strength of the texture.
  27666. * It is commonly used by materials to fine tune the intensity of the texture
  27667. */
  27668. level: number;
  27669. /**
  27670. * Define the UV chanel to use starting from 0 and defaulting to 0.
  27671. * This is part of the texture as textures usually maps to one uv set.
  27672. */
  27673. coordinatesIndex: number;
  27674. private _coordinatesMode;
  27675. /**
  27676. * How a texture is mapped.
  27677. *
  27678. * | Value | Type | Description |
  27679. * | ----- | ----------------------------------- | ----------- |
  27680. * | 0 | EXPLICIT_MODE | |
  27681. * | 1 | SPHERICAL_MODE | |
  27682. * | 2 | PLANAR_MODE | |
  27683. * | 3 | CUBIC_MODE | |
  27684. * | 4 | PROJECTION_MODE | |
  27685. * | 5 | SKYBOX_MODE | |
  27686. * | 6 | INVCUBIC_MODE | |
  27687. * | 7 | EQUIRECTANGULAR_MODE | |
  27688. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  27689. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  27690. */
  27691. coordinatesMode: number;
  27692. /**
  27693. * | Value | Type | Description |
  27694. * | ----- | ------------------ | ----------- |
  27695. * | 0 | CLAMP_ADDRESSMODE | |
  27696. * | 1 | WRAP_ADDRESSMODE | |
  27697. * | 2 | MIRROR_ADDRESSMODE | |
  27698. */
  27699. wrapU: number;
  27700. /**
  27701. * | Value | Type | Description |
  27702. * | ----- | ------------------ | ----------- |
  27703. * | 0 | CLAMP_ADDRESSMODE | |
  27704. * | 1 | WRAP_ADDRESSMODE | |
  27705. * | 2 | MIRROR_ADDRESSMODE | |
  27706. */
  27707. wrapV: number;
  27708. /**
  27709. * | Value | Type | Description |
  27710. * | ----- | ------------------ | ----------- |
  27711. * | 0 | CLAMP_ADDRESSMODE | |
  27712. * | 1 | WRAP_ADDRESSMODE | |
  27713. * | 2 | MIRROR_ADDRESSMODE | |
  27714. */
  27715. wrapR: number;
  27716. /**
  27717. * With compliant hardware and browser (supporting anisotropic filtering)
  27718. * this defines the level of anisotropic filtering in the texture.
  27719. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  27720. */
  27721. anisotropicFilteringLevel: number;
  27722. /**
  27723. * Define if the texture is a cube texture or if false a 2d texture.
  27724. */
  27725. isCube: boolean;
  27726. /**
  27727. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  27728. */
  27729. is3D: boolean;
  27730. /**
  27731. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  27732. * HDR texture are usually stored in linear space.
  27733. * This only impacts the PBR and Background materials
  27734. */
  27735. gammaSpace: boolean;
  27736. /**
  27737. * Gets or sets whether or not the texture contains RGBD data.
  27738. */
  27739. isRGBD: boolean;
  27740. /**
  27741. * Is Z inverted in the texture (useful in a cube texture).
  27742. */
  27743. invertZ: boolean;
  27744. /**
  27745. * Are mip maps generated for this texture or not.
  27746. */
  27747. readonly noMipmap: boolean;
  27748. /**
  27749. * @hidden
  27750. */
  27751. lodLevelInAlpha: boolean;
  27752. /**
  27753. * With prefiltered texture, defined the offset used during the prefiltering steps.
  27754. */
  27755. lodGenerationOffset: number;
  27756. /**
  27757. * With prefiltered texture, defined the scale used during the prefiltering steps.
  27758. */
  27759. lodGenerationScale: number;
  27760. /**
  27761. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  27762. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  27763. * average roughness values.
  27764. */
  27765. linearSpecularLOD: boolean;
  27766. /**
  27767. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  27768. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  27769. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  27770. */
  27771. irradianceTexture: Nullable<BaseTexture>;
  27772. /**
  27773. * Define if the texture is a render target.
  27774. */
  27775. isRenderTarget: boolean;
  27776. /**
  27777. * Define the unique id of the texture in the scene.
  27778. */
  27779. readonly uid: string;
  27780. /**
  27781. * Return a string representation of the texture.
  27782. * @returns the texture as a string
  27783. */
  27784. toString(): string;
  27785. /**
  27786. * Get the class name of the texture.
  27787. * @returns "BaseTexture"
  27788. */
  27789. getClassName(): string;
  27790. /**
  27791. * Define the list of animation attached to the texture.
  27792. */
  27793. animations: Animation[];
  27794. /**
  27795. * An event triggered when the texture is disposed.
  27796. */
  27797. onDisposeObservable: Observable<BaseTexture>;
  27798. private _onDisposeObserver;
  27799. /**
  27800. * Callback triggered when the texture has been disposed.
  27801. * Kept for back compatibility, you can use the onDisposeObservable instead.
  27802. */
  27803. onDispose: () => void;
  27804. /**
  27805. * Define the current state of the loading sequence when in delayed load mode.
  27806. */
  27807. delayLoadState: number;
  27808. private _scene;
  27809. /** @hidden */
  27810. _texture: Nullable<InternalTexture>;
  27811. private _uid;
  27812. /**
  27813. * Define if the texture is preventinga material to render or not.
  27814. * If not and the texture is not ready, the engine will use a default black texture instead.
  27815. */
  27816. readonly isBlocking: boolean;
  27817. /**
  27818. * Instantiates a new BaseTexture.
  27819. * Base class of all the textures in babylon.
  27820. * It groups all the common properties the materials, post process, lights... might need
  27821. * in order to make a correct use of the texture.
  27822. * @param scene Define the scene the texture blongs to
  27823. */
  27824. constructor(scene: Nullable<Scene>);
  27825. /**
  27826. * Get the scene the texture belongs to.
  27827. * @returns the scene or null if undefined
  27828. */
  27829. getScene(): Nullable<Scene>;
  27830. /**
  27831. * Get the texture transform matrix used to offset tile the texture for istance.
  27832. * @returns the transformation matrix
  27833. */
  27834. getTextureMatrix(): Matrix;
  27835. /**
  27836. * Get the texture reflection matrix used to rotate/transform the reflection.
  27837. * @returns the reflection matrix
  27838. */
  27839. getReflectionTextureMatrix(): Matrix;
  27840. /**
  27841. * Get the underlying lower level texture from Babylon.
  27842. * @returns the insternal texture
  27843. */
  27844. getInternalTexture(): Nullable<InternalTexture>;
  27845. /**
  27846. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  27847. * @returns true if ready or not blocking
  27848. */
  27849. isReadyOrNotBlocking(): boolean;
  27850. /**
  27851. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  27852. * @returns true if fully ready
  27853. */
  27854. isReady(): boolean;
  27855. private _cachedSize;
  27856. /**
  27857. * Get the size of the texture.
  27858. * @returns the texture size.
  27859. */
  27860. getSize(): ISize;
  27861. /**
  27862. * Get the base size of the texture.
  27863. * It can be different from the size if the texture has been resized for POT for instance
  27864. * @returns the base size
  27865. */
  27866. getBaseSize(): ISize;
  27867. /**
  27868. * Update the sampling mode of the texture.
  27869. * Default is Trilinear mode.
  27870. *
  27871. * | Value | Type | Description |
  27872. * | ----- | ------------------ | ----------- |
  27873. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  27874. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  27875. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  27876. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  27877. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  27878. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  27879. * | 7 | NEAREST_LINEAR | |
  27880. * | 8 | NEAREST_NEAREST | |
  27881. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  27882. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  27883. * | 11 | LINEAR_LINEAR | |
  27884. * | 12 | LINEAR_NEAREST | |
  27885. *
  27886. * > _mag_: magnification filter (close to the viewer)
  27887. * > _min_: minification filter (far from the viewer)
  27888. * > _mip_: filter used between mip map levels
  27889. *@param samplingMode Define the new sampling mode of the texture
  27890. */
  27891. updateSamplingMode(samplingMode: number): void;
  27892. /**
  27893. * Scales the texture if is `canRescale()`
  27894. * @param ratio the resize factor we want to use to rescale
  27895. */
  27896. scale(ratio: number): void;
  27897. /**
  27898. * Get if the texture can rescale.
  27899. */
  27900. readonly canRescale: boolean;
  27901. /** @hidden */
  27902. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  27903. /** @hidden */
  27904. _rebuild(): void;
  27905. /**
  27906. * Triggers the load sequence in delayed load mode.
  27907. */
  27908. delayLoad(): void;
  27909. /**
  27910. * Clones the texture.
  27911. * @returns the cloned texture
  27912. */
  27913. clone(): Nullable<BaseTexture>;
  27914. /**
  27915. * Get the texture underlying type (INT, FLOAT...)
  27916. */
  27917. readonly textureType: number;
  27918. /**
  27919. * Get the texture underlying format (RGB, RGBA...)
  27920. */
  27921. readonly textureFormat: number;
  27922. /**
  27923. * Indicates that textures need to be re-calculated for all materials
  27924. */
  27925. protected _markAllSubMeshesAsTexturesDirty(): void;
  27926. /**
  27927. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  27928. * This will returns an RGBA array buffer containing either in values (0-255) or
  27929. * float values (0-1) depending of the underlying buffer type.
  27930. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  27931. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  27932. * @param buffer defines a user defined buffer to fill with data (can be null)
  27933. * @returns The Array buffer containing the pixels data.
  27934. */
  27935. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  27936. /**
  27937. * Release and destroy the underlying lower level texture aka internalTexture.
  27938. */
  27939. releaseInternalTexture(): void;
  27940. /** @hidden */
  27941. readonly _lodTextureHigh: Nullable<BaseTexture>;
  27942. /** @hidden */
  27943. readonly _lodTextureMid: Nullable<BaseTexture>;
  27944. /** @hidden */
  27945. readonly _lodTextureLow: Nullable<BaseTexture>;
  27946. /**
  27947. * Dispose the texture and release its associated resources.
  27948. */
  27949. dispose(): void;
  27950. /**
  27951. * Serialize the texture into a JSON representation that can be parsed later on.
  27952. * @returns the JSON representation of the texture
  27953. */
  27954. serialize(): any;
  27955. /**
  27956. * Helper function to be called back once a list of texture contains only ready textures.
  27957. * @param textures Define the list of textures to wait for
  27958. * @param callback Define the callback triggered once the entire list will be ready
  27959. */
  27960. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  27961. }
  27962. }
  27963. declare module BABYLON {
  27964. /**
  27965. * Options to be used when creating an effect.
  27966. */
  27967. export interface IEffectCreationOptions {
  27968. /**
  27969. * Atrributes that will be used in the shader.
  27970. */
  27971. attributes: string[];
  27972. /**
  27973. * Uniform varible names that will be set in the shader.
  27974. */
  27975. uniformsNames: string[];
  27976. /**
  27977. * Uniform buffer varible names that will be set in the shader.
  27978. */
  27979. uniformBuffersNames: string[];
  27980. /**
  27981. * Sampler texture variable names that will be set in the shader.
  27982. */
  27983. samplers: string[];
  27984. /**
  27985. * Define statements that will be set in the shader.
  27986. */
  27987. defines: any;
  27988. /**
  27989. * Possible fallbacks for this effect to improve performance when needed.
  27990. */
  27991. fallbacks: Nullable<IEffectFallbacks>;
  27992. /**
  27993. * Callback that will be called when the shader is compiled.
  27994. */
  27995. onCompiled: Nullable<(effect: Effect) => void>;
  27996. /**
  27997. * Callback that will be called if an error occurs during shader compilation.
  27998. */
  27999. onError: Nullable<(effect: Effect, errors: string) => void>;
  28000. /**
  28001. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28002. */
  28003. indexParameters?: any;
  28004. /**
  28005. * Max number of lights that can be used in the shader.
  28006. */
  28007. maxSimultaneousLights?: number;
  28008. /**
  28009. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28010. */
  28011. transformFeedbackVaryings?: Nullable<string[]>;
  28012. }
  28013. /**
  28014. * Effect containing vertex and fragment shader that can be executed on an object.
  28015. */
  28016. export class Effect implements IDisposable {
  28017. /**
  28018. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28019. */
  28020. static ShadersRepository: string;
  28021. /**
  28022. * Name of the effect.
  28023. */
  28024. name: any;
  28025. /**
  28026. * String container all the define statements that should be set on the shader.
  28027. */
  28028. defines: string;
  28029. /**
  28030. * Callback that will be called when the shader is compiled.
  28031. */
  28032. onCompiled: Nullable<(effect: Effect) => void>;
  28033. /**
  28034. * Callback that will be called if an error occurs during shader compilation.
  28035. */
  28036. onError: Nullable<(effect: Effect, errors: string) => void>;
  28037. /**
  28038. * Callback that will be called when effect is bound.
  28039. */
  28040. onBind: Nullable<(effect: Effect) => void>;
  28041. /**
  28042. * Unique ID of the effect.
  28043. */
  28044. uniqueId: number;
  28045. /**
  28046. * Observable that will be called when the shader is compiled.
  28047. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  28048. */
  28049. onCompileObservable: Observable<Effect>;
  28050. /**
  28051. * Observable that will be called if an error occurs during shader compilation.
  28052. */
  28053. onErrorObservable: Observable<Effect>;
  28054. /** @hidden */
  28055. _onBindObservable: Nullable<Observable<Effect>>;
  28056. /**
  28057. * Observable that will be called when effect is bound.
  28058. */
  28059. readonly onBindObservable: Observable<Effect>;
  28060. /** @hidden */
  28061. _bonesComputationForcedToCPU: boolean;
  28062. private static _uniqueIdSeed;
  28063. private _engine;
  28064. private _uniformBuffersNames;
  28065. private _uniformsNames;
  28066. private _samplerList;
  28067. private _samplers;
  28068. private _isReady;
  28069. private _compilationError;
  28070. private _allFallbacksProcessed;
  28071. private _attributesNames;
  28072. private _attributes;
  28073. private _uniforms;
  28074. /**
  28075. * Key for the effect.
  28076. * @hidden
  28077. */
  28078. _key: string;
  28079. private _indexParameters;
  28080. private _fallbacks;
  28081. private _vertexSourceCode;
  28082. private _fragmentSourceCode;
  28083. private _vertexSourceCodeOverride;
  28084. private _fragmentSourceCodeOverride;
  28085. private _transformFeedbackVaryings;
  28086. /**
  28087. * Compiled shader to webGL program.
  28088. * @hidden
  28089. */
  28090. _pipelineContext: Nullable<IPipelineContext>;
  28091. private _valueCache;
  28092. private static _baseCache;
  28093. /**
  28094. * Instantiates an effect.
  28095. * An effect can be used to create/manage/execute vertex and fragment shaders.
  28096. * @param baseName Name of the effect.
  28097. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  28098. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  28099. * @param samplers List of sampler variables that will be passed to the shader.
  28100. * @param engine Engine to be used to render the effect
  28101. * @param defines Define statements to be added to the shader.
  28102. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  28103. * @param onCompiled Callback that will be called when the shader is compiled.
  28104. * @param onError Callback that will be called if an error occurs during shader compilation.
  28105. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28106. */
  28107. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  28108. private _useFinalCode;
  28109. /**
  28110. * Unique key for this effect
  28111. */
  28112. readonly key: string;
  28113. /**
  28114. * If the effect has been compiled and prepared.
  28115. * @returns if the effect is compiled and prepared.
  28116. */
  28117. isReady(): boolean;
  28118. private _isReadyInternal;
  28119. /**
  28120. * The engine the effect was initialized with.
  28121. * @returns the engine.
  28122. */
  28123. getEngine(): Engine;
  28124. /**
  28125. * The pipeline context for this effect
  28126. * @returns the associated pipeline context
  28127. */
  28128. getPipelineContext(): Nullable<IPipelineContext>;
  28129. /**
  28130. * The set of names of attribute variables for the shader.
  28131. * @returns An array of attribute names.
  28132. */
  28133. getAttributesNames(): string[];
  28134. /**
  28135. * Returns the attribute at the given index.
  28136. * @param index The index of the attribute.
  28137. * @returns The location of the attribute.
  28138. */
  28139. getAttributeLocation(index: number): number;
  28140. /**
  28141. * Returns the attribute based on the name of the variable.
  28142. * @param name of the attribute to look up.
  28143. * @returns the attribute location.
  28144. */
  28145. getAttributeLocationByName(name: string): number;
  28146. /**
  28147. * The number of attributes.
  28148. * @returns the numnber of attributes.
  28149. */
  28150. getAttributesCount(): number;
  28151. /**
  28152. * Gets the index of a uniform variable.
  28153. * @param uniformName of the uniform to look up.
  28154. * @returns the index.
  28155. */
  28156. getUniformIndex(uniformName: string): number;
  28157. /**
  28158. * Returns the attribute based on the name of the variable.
  28159. * @param uniformName of the uniform to look up.
  28160. * @returns the location of the uniform.
  28161. */
  28162. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  28163. /**
  28164. * Returns an array of sampler variable names
  28165. * @returns The array of sampler variable neames.
  28166. */
  28167. getSamplers(): string[];
  28168. /**
  28169. * The error from the last compilation.
  28170. * @returns the error string.
  28171. */
  28172. getCompilationError(): string;
  28173. /**
  28174. * Gets a boolean indicating that all fallbacks were used during compilation
  28175. * @returns true if all fallbacks were used
  28176. */
  28177. allFallbacksProcessed(): boolean;
  28178. /**
  28179. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  28180. * @param func The callback to be used.
  28181. */
  28182. executeWhenCompiled(func: (effect: Effect) => void): void;
  28183. private _checkIsReady;
  28184. private _loadShader;
  28185. /**
  28186. * Recompiles the webGL program
  28187. * @param vertexSourceCode The source code for the vertex shader.
  28188. * @param fragmentSourceCode The source code for the fragment shader.
  28189. * @param onCompiled Callback called when completed.
  28190. * @param onError Callback called on error.
  28191. * @hidden
  28192. */
  28193. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  28194. /**
  28195. * Prepares the effect
  28196. * @hidden
  28197. */
  28198. _prepareEffect(): void;
  28199. private _processCompilationErrors;
  28200. /**
  28201. * Checks if the effect is supported. (Must be called after compilation)
  28202. */
  28203. readonly isSupported: boolean;
  28204. /**
  28205. * Binds a texture to the engine to be used as output of the shader.
  28206. * @param channel Name of the output variable.
  28207. * @param texture Texture to bind.
  28208. * @hidden
  28209. */
  28210. _bindTexture(channel: string, texture: InternalTexture): void;
  28211. /**
  28212. * Sets a texture on the engine to be used in the shader.
  28213. * @param channel Name of the sampler variable.
  28214. * @param texture Texture to set.
  28215. */
  28216. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  28217. /**
  28218. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  28219. * @param channel Name of the sampler variable.
  28220. * @param texture Texture to set.
  28221. */
  28222. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  28223. /**
  28224. * Sets an array of textures on the engine to be used in the shader.
  28225. * @param channel Name of the variable.
  28226. * @param textures Textures to set.
  28227. */
  28228. setTextureArray(channel: string, textures: BaseTexture[]): void;
  28229. /**
  28230. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  28231. * @param channel Name of the sampler variable.
  28232. * @param postProcess Post process to get the input texture from.
  28233. */
  28234. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  28235. /**
  28236. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  28237. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  28238. * @param channel Name of the sampler variable.
  28239. * @param postProcess Post process to get the output texture from.
  28240. */
  28241. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  28242. /** @hidden */
  28243. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  28244. /** @hidden */
  28245. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  28246. /** @hidden */
  28247. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  28248. /** @hidden */
  28249. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  28250. /**
  28251. * Binds a buffer to a uniform.
  28252. * @param buffer Buffer to bind.
  28253. * @param name Name of the uniform variable to bind to.
  28254. */
  28255. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  28256. /**
  28257. * Binds block to a uniform.
  28258. * @param blockName Name of the block to bind.
  28259. * @param index Index to bind.
  28260. */
  28261. bindUniformBlock(blockName: string, index: number): void;
  28262. /**
  28263. * Sets an interger value on a uniform variable.
  28264. * @param uniformName Name of the variable.
  28265. * @param value Value to be set.
  28266. * @returns this effect.
  28267. */
  28268. setInt(uniformName: string, value: number): Effect;
  28269. /**
  28270. * Sets an int array on a uniform variable.
  28271. * @param uniformName Name of the variable.
  28272. * @param array array to be set.
  28273. * @returns this effect.
  28274. */
  28275. setIntArray(uniformName: string, array: Int32Array): Effect;
  28276. /**
  28277. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  28278. * @param uniformName Name of the variable.
  28279. * @param array array to be set.
  28280. * @returns this effect.
  28281. */
  28282. setIntArray2(uniformName: string, array: Int32Array): Effect;
  28283. /**
  28284. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  28285. * @param uniformName Name of the variable.
  28286. * @param array array to be set.
  28287. * @returns this effect.
  28288. */
  28289. setIntArray3(uniformName: string, array: Int32Array): Effect;
  28290. /**
  28291. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  28292. * @param uniformName Name of the variable.
  28293. * @param array array to be set.
  28294. * @returns this effect.
  28295. */
  28296. setIntArray4(uniformName: string, array: Int32Array): Effect;
  28297. /**
  28298. * Sets an float array on a uniform variable.
  28299. * @param uniformName Name of the variable.
  28300. * @param array array to be set.
  28301. * @returns this effect.
  28302. */
  28303. setFloatArray(uniformName: string, array: Float32Array): Effect;
  28304. /**
  28305. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  28306. * @param uniformName Name of the variable.
  28307. * @param array array to be set.
  28308. * @returns this effect.
  28309. */
  28310. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  28311. /**
  28312. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  28313. * @param uniformName Name of the variable.
  28314. * @param array array to be set.
  28315. * @returns this effect.
  28316. */
  28317. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  28318. /**
  28319. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  28320. * @param uniformName Name of the variable.
  28321. * @param array array to be set.
  28322. * @returns this effect.
  28323. */
  28324. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  28325. /**
  28326. * Sets an array on a uniform variable.
  28327. * @param uniformName Name of the variable.
  28328. * @param array array to be set.
  28329. * @returns this effect.
  28330. */
  28331. setArray(uniformName: string, array: number[]): Effect;
  28332. /**
  28333. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  28334. * @param uniformName Name of the variable.
  28335. * @param array array to be set.
  28336. * @returns this effect.
  28337. */
  28338. setArray2(uniformName: string, array: number[]): Effect;
  28339. /**
  28340. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  28341. * @param uniformName Name of the variable.
  28342. * @param array array to be set.
  28343. * @returns this effect.
  28344. */
  28345. setArray3(uniformName: string, array: number[]): Effect;
  28346. /**
  28347. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  28348. * @param uniformName Name of the variable.
  28349. * @param array array to be set.
  28350. * @returns this effect.
  28351. */
  28352. setArray4(uniformName: string, array: number[]): Effect;
  28353. /**
  28354. * Sets matrices on a uniform variable.
  28355. * @param uniformName Name of the variable.
  28356. * @param matrices matrices to be set.
  28357. * @returns this effect.
  28358. */
  28359. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  28360. /**
  28361. * Sets matrix on a uniform variable.
  28362. * @param uniformName Name of the variable.
  28363. * @param matrix matrix to be set.
  28364. * @returns this effect.
  28365. */
  28366. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  28367. /**
  28368. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  28369. * @param uniformName Name of the variable.
  28370. * @param matrix matrix to be set.
  28371. * @returns this effect.
  28372. */
  28373. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  28374. /**
  28375. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  28376. * @param uniformName Name of the variable.
  28377. * @param matrix matrix to be set.
  28378. * @returns this effect.
  28379. */
  28380. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  28381. /**
  28382. * Sets a float on a uniform variable.
  28383. * @param uniformName Name of the variable.
  28384. * @param value value to be set.
  28385. * @returns this effect.
  28386. */
  28387. setFloat(uniformName: string, value: number): Effect;
  28388. /**
  28389. * Sets a boolean on a uniform variable.
  28390. * @param uniformName Name of the variable.
  28391. * @param bool value to be set.
  28392. * @returns this effect.
  28393. */
  28394. setBool(uniformName: string, bool: boolean): Effect;
  28395. /**
  28396. * Sets a Vector2 on a uniform variable.
  28397. * @param uniformName Name of the variable.
  28398. * @param vector2 vector2 to be set.
  28399. * @returns this effect.
  28400. */
  28401. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  28402. /**
  28403. * Sets a float2 on a uniform variable.
  28404. * @param uniformName Name of the variable.
  28405. * @param x First float in float2.
  28406. * @param y Second float in float2.
  28407. * @returns this effect.
  28408. */
  28409. setFloat2(uniformName: string, x: number, y: number): Effect;
  28410. /**
  28411. * Sets a Vector3 on a uniform variable.
  28412. * @param uniformName Name of the variable.
  28413. * @param vector3 Value to be set.
  28414. * @returns this effect.
  28415. */
  28416. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  28417. /**
  28418. * Sets a float3 on a uniform variable.
  28419. * @param uniformName Name of the variable.
  28420. * @param x First float in float3.
  28421. * @param y Second float in float3.
  28422. * @param z Third float in float3.
  28423. * @returns this effect.
  28424. */
  28425. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  28426. /**
  28427. * Sets a Vector4 on a uniform variable.
  28428. * @param uniformName Name of the variable.
  28429. * @param vector4 Value to be set.
  28430. * @returns this effect.
  28431. */
  28432. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  28433. /**
  28434. * Sets a float4 on a uniform variable.
  28435. * @param uniformName Name of the variable.
  28436. * @param x First float in float4.
  28437. * @param y Second float in float4.
  28438. * @param z Third float in float4.
  28439. * @param w Fourth float in float4.
  28440. * @returns this effect.
  28441. */
  28442. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  28443. /**
  28444. * Sets a Color3 on a uniform variable.
  28445. * @param uniformName Name of the variable.
  28446. * @param color3 Value to be set.
  28447. * @returns this effect.
  28448. */
  28449. setColor3(uniformName: string, color3: IColor3Like): Effect;
  28450. /**
  28451. * Sets a Color4 on a uniform variable.
  28452. * @param uniformName Name of the variable.
  28453. * @param color3 Value to be set.
  28454. * @param alpha Alpha value to be set.
  28455. * @returns this effect.
  28456. */
  28457. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  28458. /**
  28459. * Sets a Color4 on a uniform variable
  28460. * @param uniformName defines the name of the variable
  28461. * @param color4 defines the value to be set
  28462. * @returns this effect.
  28463. */
  28464. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  28465. /** Release all associated resources */
  28466. dispose(): void;
  28467. /**
  28468. * This function will add a new shader to the shader store
  28469. * @param name the name of the shader
  28470. * @param pixelShader optional pixel shader content
  28471. * @param vertexShader optional vertex shader content
  28472. */
  28473. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  28474. /**
  28475. * Store of each shader (The can be looked up using effect.key)
  28476. */
  28477. static ShadersStore: {
  28478. [key: string]: string;
  28479. };
  28480. /**
  28481. * Store of each included file for a shader (The can be looked up using effect.key)
  28482. */
  28483. static IncludesShadersStore: {
  28484. [key: string]: string;
  28485. };
  28486. /**
  28487. * Resets the cache of effects.
  28488. */
  28489. static ResetCache(): void;
  28490. }
  28491. }
  28492. declare module BABYLON {
  28493. /**
  28494. * Class used to describe the capabilities of the engine relatively to the current browser
  28495. */
  28496. export class EngineCapabilities {
  28497. /** Maximum textures units per fragment shader */
  28498. maxTexturesImageUnits: number;
  28499. /** Maximum texture units per vertex shader */
  28500. maxVertexTextureImageUnits: number;
  28501. /** Maximum textures units in the entire pipeline */
  28502. maxCombinedTexturesImageUnits: number;
  28503. /** Maximum texture size */
  28504. maxTextureSize: number;
  28505. /** Maximum cube texture size */
  28506. maxCubemapTextureSize: number;
  28507. /** Maximum render texture size */
  28508. maxRenderTextureSize: number;
  28509. /** Maximum number of vertex attributes */
  28510. maxVertexAttribs: number;
  28511. /** Maximum number of varyings */
  28512. maxVaryingVectors: number;
  28513. /** Maximum number of uniforms per vertex shader */
  28514. maxVertexUniformVectors: number;
  28515. /** Maximum number of uniforms per fragment shader */
  28516. maxFragmentUniformVectors: number;
  28517. /** Defines if standard derivates (dx/dy) are supported */
  28518. standardDerivatives: boolean;
  28519. /** Defines if s3tc texture compression is supported */
  28520. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  28521. /** Defines if pvrtc texture compression is supported */
  28522. pvrtc: any;
  28523. /** Defines if etc1 texture compression is supported */
  28524. etc1: any;
  28525. /** Defines if etc2 texture compression is supported */
  28526. etc2: any;
  28527. /** Defines if astc texture compression is supported */
  28528. astc: any;
  28529. /** Defines if float textures are supported */
  28530. textureFloat: boolean;
  28531. /** Defines if vertex array objects are supported */
  28532. vertexArrayObject: boolean;
  28533. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  28534. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  28535. /** Gets the maximum level of anisotropy supported */
  28536. maxAnisotropy: number;
  28537. /** Defines if instancing is supported */
  28538. instancedArrays: boolean;
  28539. /** Defines if 32 bits indices are supported */
  28540. uintIndices: boolean;
  28541. /** Defines if high precision shaders are supported */
  28542. highPrecisionShaderSupported: boolean;
  28543. /** Defines if depth reading in the fragment shader is supported */
  28544. fragmentDepthSupported: boolean;
  28545. /** Defines if float texture linear filtering is supported*/
  28546. textureFloatLinearFiltering: boolean;
  28547. /** Defines if rendering to float textures is supported */
  28548. textureFloatRender: boolean;
  28549. /** Defines if half float textures are supported*/
  28550. textureHalfFloat: boolean;
  28551. /** Defines if half float texture linear filtering is supported*/
  28552. textureHalfFloatLinearFiltering: boolean;
  28553. /** Defines if rendering to half float textures is supported */
  28554. textureHalfFloatRender: boolean;
  28555. /** Defines if textureLOD shader command is supported */
  28556. textureLOD: boolean;
  28557. /** Defines if draw buffers extension is supported */
  28558. drawBuffersExtension: boolean;
  28559. /** Defines if depth textures are supported */
  28560. depthTextureExtension: boolean;
  28561. /** Defines if float color buffer are supported */
  28562. colorBufferFloat: boolean;
  28563. /** Gets disjoint timer query extension (null if not supported) */
  28564. timerQuery: EXT_disjoint_timer_query;
  28565. /** Defines if timestamp can be used with timer query */
  28566. canUseTimestampForTimerQuery: boolean;
  28567. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  28568. multiview: any;
  28569. /** Function used to let the system compiles shaders in background */
  28570. parallelShaderCompile: {
  28571. COMPLETION_STATUS_KHR: number;
  28572. };
  28573. /** Max number of texture samples for MSAA */
  28574. maxMSAASamples: number;
  28575. /** Defines if the blend min max extension is supported */
  28576. blendMinMax: boolean;
  28577. }
  28578. }
  28579. declare module BABYLON {
  28580. /**
  28581. * @hidden
  28582. **/
  28583. export class DepthCullingState {
  28584. private _isDepthTestDirty;
  28585. private _isDepthMaskDirty;
  28586. private _isDepthFuncDirty;
  28587. private _isCullFaceDirty;
  28588. private _isCullDirty;
  28589. private _isZOffsetDirty;
  28590. private _isFrontFaceDirty;
  28591. private _depthTest;
  28592. private _depthMask;
  28593. private _depthFunc;
  28594. private _cull;
  28595. private _cullFace;
  28596. private _zOffset;
  28597. private _frontFace;
  28598. /**
  28599. * Initializes the state.
  28600. */
  28601. constructor();
  28602. readonly isDirty: boolean;
  28603. zOffset: number;
  28604. cullFace: Nullable<number>;
  28605. cull: Nullable<boolean>;
  28606. depthFunc: Nullable<number>;
  28607. depthMask: boolean;
  28608. depthTest: boolean;
  28609. frontFace: Nullable<number>;
  28610. reset(): void;
  28611. apply(gl: WebGLRenderingContext): void;
  28612. }
  28613. }
  28614. declare module BABYLON {
  28615. /**
  28616. * @hidden
  28617. **/
  28618. export class StencilState {
  28619. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  28620. static readonly ALWAYS: number;
  28621. /** Passed to stencilOperation to specify that stencil value must be kept */
  28622. static readonly KEEP: number;
  28623. /** Passed to stencilOperation to specify that stencil value must be replaced */
  28624. static readonly REPLACE: number;
  28625. private _isStencilTestDirty;
  28626. private _isStencilMaskDirty;
  28627. private _isStencilFuncDirty;
  28628. private _isStencilOpDirty;
  28629. private _stencilTest;
  28630. private _stencilMask;
  28631. private _stencilFunc;
  28632. private _stencilFuncRef;
  28633. private _stencilFuncMask;
  28634. private _stencilOpStencilFail;
  28635. private _stencilOpDepthFail;
  28636. private _stencilOpStencilDepthPass;
  28637. readonly isDirty: boolean;
  28638. stencilFunc: number;
  28639. stencilFuncRef: number;
  28640. stencilFuncMask: number;
  28641. stencilOpStencilFail: number;
  28642. stencilOpDepthFail: number;
  28643. stencilOpStencilDepthPass: number;
  28644. stencilMask: number;
  28645. stencilTest: boolean;
  28646. constructor();
  28647. reset(): void;
  28648. apply(gl: WebGLRenderingContext): void;
  28649. }
  28650. }
  28651. declare module BABYLON {
  28652. /**
  28653. * @hidden
  28654. **/
  28655. export class AlphaState {
  28656. private _isAlphaBlendDirty;
  28657. private _isBlendFunctionParametersDirty;
  28658. private _isBlendEquationParametersDirty;
  28659. private _isBlendConstantsDirty;
  28660. private _alphaBlend;
  28661. private _blendFunctionParameters;
  28662. private _blendEquationParameters;
  28663. private _blendConstants;
  28664. /**
  28665. * Initializes the state.
  28666. */
  28667. constructor();
  28668. readonly isDirty: boolean;
  28669. alphaBlend: boolean;
  28670. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  28671. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  28672. setAlphaEquationParameters(rgb: number, alpha: number): void;
  28673. reset(): void;
  28674. apply(gl: WebGLRenderingContext): void;
  28675. }
  28676. }
  28677. declare module BABYLON {
  28678. /** @hidden */
  28679. export class WebGL2ShaderProcessor implements IShaderProcessor {
  28680. attributeProcessor(attribute: string): string;
  28681. varyingProcessor(varying: string, isFragment: boolean): string;
  28682. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  28683. }
  28684. }
  28685. declare module BABYLON {
  28686. /**
  28687. * Interface for attribute information associated with buffer instanciation
  28688. */
  28689. export class InstancingAttributeInfo {
  28690. /**
  28691. * Index/offset of the attribute in the vertex shader
  28692. */
  28693. index: number;
  28694. /**
  28695. * size of the attribute, 1, 2, 3 or 4
  28696. */
  28697. attributeSize: number;
  28698. /**
  28699. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  28700. * default is FLOAT
  28701. */
  28702. attribyteType: number;
  28703. /**
  28704. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  28705. */
  28706. normalized: boolean;
  28707. /**
  28708. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  28709. */
  28710. offset: number;
  28711. /**
  28712. * Name of the GLSL attribute, for debugging purpose only
  28713. */
  28714. attributeName: string;
  28715. }
  28716. }
  28717. declare module BABYLON {
  28718. interface ThinEngine {
  28719. /**
  28720. * Update a video texture
  28721. * @param texture defines the texture to update
  28722. * @param video defines the video element to use
  28723. * @param invertY defines if data must be stored with Y axis inverted
  28724. */
  28725. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  28726. }
  28727. }
  28728. declare module BABYLON {
  28729. /**
  28730. * Settings for finer control over video usage
  28731. */
  28732. export interface VideoTextureSettings {
  28733. /**
  28734. * Applies `autoplay` to video, if specified
  28735. */
  28736. autoPlay?: boolean;
  28737. /**
  28738. * Applies `loop` to video, if specified
  28739. */
  28740. loop?: boolean;
  28741. /**
  28742. * Automatically updates internal texture from video at every frame in the render loop
  28743. */
  28744. autoUpdateTexture: boolean;
  28745. /**
  28746. * Image src displayed during the video loading or until the user interacts with the video.
  28747. */
  28748. poster?: string;
  28749. }
  28750. /**
  28751. * If you want to display a video in your scene, this is the special texture for that.
  28752. * This special texture works similar to other textures, with the exception of a few parameters.
  28753. * @see https://doc.babylonjs.com/how_to/video_texture
  28754. */
  28755. export class VideoTexture extends Texture {
  28756. /**
  28757. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  28758. */
  28759. readonly autoUpdateTexture: boolean;
  28760. /**
  28761. * The video instance used by the texture internally
  28762. */
  28763. readonly video: HTMLVideoElement;
  28764. private _onUserActionRequestedObservable;
  28765. /**
  28766. * Event triggerd when a dom action is required by the user to play the video.
  28767. * This happens due to recent changes in browser policies preventing video to auto start.
  28768. */
  28769. readonly onUserActionRequestedObservable: Observable<Texture>;
  28770. private _generateMipMaps;
  28771. private _engine;
  28772. private _stillImageCaptured;
  28773. private _displayingPosterTexture;
  28774. private _settings;
  28775. private _createInternalTextureOnEvent;
  28776. private _frameId;
  28777. /**
  28778. * Creates a video texture.
  28779. * If you want to display a video in your scene, this is the special texture for that.
  28780. * This special texture works similar to other textures, with the exception of a few parameters.
  28781. * @see https://doc.babylonjs.com/how_to/video_texture
  28782. * @param name optional name, will detect from video source, if not defined
  28783. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  28784. * @param scene is obviously the current scene.
  28785. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  28786. * @param invertY is false by default but can be used to invert video on Y axis
  28787. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  28788. * @param settings allows finer control over video usage
  28789. */
  28790. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  28791. private _getName;
  28792. private _getVideo;
  28793. private _createInternalTexture;
  28794. private reset;
  28795. /**
  28796. * @hidden Internal method to initiate `update`.
  28797. */
  28798. _rebuild(): void;
  28799. /**
  28800. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  28801. */
  28802. update(): void;
  28803. /**
  28804. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  28805. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  28806. */
  28807. updateTexture(isVisible: boolean): void;
  28808. protected _updateInternalTexture: () => void;
  28809. /**
  28810. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  28811. * @param url New url.
  28812. */
  28813. updateURL(url: string): void;
  28814. /**
  28815. * Dispose the texture and release its associated resources.
  28816. */
  28817. dispose(): void;
  28818. /**
  28819. * Creates a video texture straight from a stream.
  28820. * @param scene Define the scene the texture should be created in
  28821. * @param stream Define the stream the texture should be created from
  28822. * @returns The created video texture as a promise
  28823. */
  28824. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  28825. /**
  28826. * Creates a video texture straight from your WebCam video feed.
  28827. * @param scene Define the scene the texture should be created in
  28828. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  28829. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  28830. * @returns The created video texture as a promise
  28831. */
  28832. static CreateFromWebCamAsync(scene: Scene, constraints: {
  28833. minWidth: number;
  28834. maxWidth: number;
  28835. minHeight: number;
  28836. maxHeight: number;
  28837. deviceId: string;
  28838. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  28839. /**
  28840. * Creates a video texture straight from your WebCam video feed.
  28841. * @param scene Define the scene the texture should be created in
  28842. * @param onReady Define a callback to triggered once the texture will be ready
  28843. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  28844. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  28845. */
  28846. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  28847. minWidth: number;
  28848. maxWidth: number;
  28849. minHeight: number;
  28850. maxHeight: number;
  28851. deviceId: string;
  28852. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  28853. }
  28854. }
  28855. declare module BABYLON {
  28856. /**
  28857. * Defines the interface used by objects working like Scene
  28858. * @hidden
  28859. */
  28860. interface ISceneLike {
  28861. _addPendingData(data: any): void;
  28862. _removePendingData(data: any): void;
  28863. offlineProvider: IOfflineProvider;
  28864. }
  28865. /** Interface defining initialization parameters for Engine class */
  28866. export interface EngineOptions extends WebGLContextAttributes {
  28867. /**
  28868. * Defines if the engine should no exceed a specified device ratio
  28869. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  28870. */
  28871. limitDeviceRatio?: number;
  28872. /**
  28873. * Defines if webvr should be enabled automatically
  28874. * @see http://doc.babylonjs.com/how_to/webvr_camera
  28875. */
  28876. autoEnableWebVR?: boolean;
  28877. /**
  28878. * Defines if webgl2 should be turned off even if supported
  28879. * @see http://doc.babylonjs.com/features/webgl2
  28880. */
  28881. disableWebGL2Support?: boolean;
  28882. /**
  28883. * Defines if webaudio should be initialized as well
  28884. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  28885. */
  28886. audioEngine?: boolean;
  28887. /**
  28888. * Defines if animations should run using a deterministic lock step
  28889. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  28890. */
  28891. deterministicLockstep?: boolean;
  28892. /** Defines the maximum steps to use with deterministic lock step mode */
  28893. lockstepMaxSteps?: number;
  28894. /**
  28895. * Defines that engine should ignore context lost events
  28896. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  28897. */
  28898. doNotHandleContextLost?: boolean;
  28899. /**
  28900. * Defines that engine should ignore modifying touch action attribute and style
  28901. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  28902. */
  28903. doNotHandleTouchAction?: boolean;
  28904. /**
  28905. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  28906. */
  28907. useHighPrecisionFloats?: boolean;
  28908. }
  28909. /**
  28910. * The base engine class (root of all engines)
  28911. */
  28912. export class ThinEngine {
  28913. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  28914. static ExceptionList: ({
  28915. key: string;
  28916. capture: string;
  28917. captureConstraint: number;
  28918. targets: string[];
  28919. } | {
  28920. key: string;
  28921. capture: null;
  28922. captureConstraint: null;
  28923. targets: string[];
  28924. })[];
  28925. /** @hidden */
  28926. static _TextureLoaders: IInternalTextureLoader[];
  28927. /**
  28928. * Returns the current npm package of the sdk
  28929. */
  28930. static readonly NpmPackage: string;
  28931. /**
  28932. * Returns the current version of the framework
  28933. */
  28934. static readonly Version: string;
  28935. /**
  28936. * Returns a string describing the current engine
  28937. */
  28938. readonly description: string;
  28939. /**
  28940. * Gets or sets the epsilon value used by collision engine
  28941. */
  28942. static CollisionsEpsilon: number;
  28943. /**
  28944. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28945. */
  28946. static ShadersRepository: string;
  28947. /** @hidden */
  28948. _shaderProcessor: IShaderProcessor;
  28949. /**
  28950. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  28951. */
  28952. forcePOTTextures: boolean;
  28953. /**
  28954. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  28955. */
  28956. isFullscreen: boolean;
  28957. /**
  28958. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  28959. */
  28960. cullBackFaces: boolean;
  28961. /**
  28962. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  28963. */
  28964. renderEvenInBackground: boolean;
  28965. /**
  28966. * Gets or sets a boolean indicating that cache can be kept between frames
  28967. */
  28968. preventCacheWipeBetweenFrames: boolean;
  28969. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  28970. validateShaderPrograms: boolean;
  28971. /**
  28972. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  28973. */
  28974. disableUniformBuffers: boolean;
  28975. /** @hidden */
  28976. _uniformBuffers: UniformBuffer[];
  28977. /**
  28978. * Gets a boolean indicating that the engine supports uniform buffers
  28979. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  28980. */
  28981. readonly supportsUniformBuffers: boolean;
  28982. /** @hidden */
  28983. _gl: WebGLRenderingContext;
  28984. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  28985. protected _windowIsBackground: boolean;
  28986. protected _webGLVersion: number;
  28987. protected _highPrecisionShadersAllowed: boolean;
  28988. /** @hidden */
  28989. readonly _shouldUseHighPrecisionShader: boolean;
  28990. /**
  28991. * Gets a boolean indicating that only power of 2 textures are supported
  28992. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  28993. */
  28994. readonly needPOTTextures: boolean;
  28995. /** @hidden */
  28996. _badOS: boolean;
  28997. /** @hidden */
  28998. _badDesktopOS: boolean;
  28999. private _hardwareScalingLevel;
  29000. /** @hidden */
  29001. _caps: EngineCapabilities;
  29002. private _isStencilEnable;
  29003. protected _colorWrite: boolean;
  29004. private _glVersion;
  29005. private _glRenderer;
  29006. private _glVendor;
  29007. /** @hidden */
  29008. _videoTextureSupported: boolean;
  29009. protected _renderingQueueLaunched: boolean;
  29010. protected _activeRenderLoops: (() => void)[];
  29011. /**
  29012. * Observable signaled when a context lost event is raised
  29013. */
  29014. onContextLostObservable: Observable<ThinEngine>;
  29015. /**
  29016. * Observable signaled when a context restored event is raised
  29017. */
  29018. onContextRestoredObservable: Observable<ThinEngine>;
  29019. private _onContextLost;
  29020. private _onContextRestored;
  29021. protected _contextWasLost: boolean;
  29022. /** @hidden */
  29023. _doNotHandleContextLost: boolean;
  29024. /**
  29025. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  29026. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  29027. */
  29028. doNotHandleContextLost: boolean;
  29029. /**
  29030. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  29031. */
  29032. disableVertexArrayObjects: boolean;
  29033. /** @hidden */
  29034. protected _depthCullingState: DepthCullingState;
  29035. /** @hidden */
  29036. protected _stencilState: StencilState;
  29037. /** @hidden */
  29038. protected _alphaState: AlphaState;
  29039. /** @hidden */
  29040. _internalTexturesCache: InternalTexture[];
  29041. /** @hidden */
  29042. protected _activeChannel: number;
  29043. private _currentTextureChannel;
  29044. /** @hidden */
  29045. protected _boundTexturesCache: {
  29046. [key: string]: Nullable<InternalTexture>;
  29047. };
  29048. /** @hidden */
  29049. protected _currentEffect: Nullable<Effect>;
  29050. /** @hidden */
  29051. protected _currentProgram: Nullable<WebGLProgram>;
  29052. private _compiledEffects;
  29053. private _vertexAttribArraysEnabled;
  29054. /** @hidden */
  29055. protected _cachedViewport: Nullable<IViewportLike>;
  29056. private _cachedVertexArrayObject;
  29057. /** @hidden */
  29058. protected _cachedVertexBuffers: any;
  29059. /** @hidden */
  29060. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  29061. /** @hidden */
  29062. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  29063. /** @hidden */
  29064. _currentRenderTarget: Nullable<InternalTexture>;
  29065. private _uintIndicesCurrentlySet;
  29066. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  29067. /** @hidden */
  29068. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  29069. private _currentBufferPointers;
  29070. private _currentInstanceLocations;
  29071. private _currentInstanceBuffers;
  29072. private _textureUnits;
  29073. /** @hidden */
  29074. _workingCanvas: Nullable<HTMLCanvasElement>;
  29075. /** @hidden */
  29076. _workingContext: Nullable<CanvasRenderingContext2D>;
  29077. /** @hidden */
  29078. _bindedRenderFunction: any;
  29079. private _vaoRecordInProgress;
  29080. private _mustWipeVertexAttributes;
  29081. private _emptyTexture;
  29082. private _emptyCubeTexture;
  29083. private _emptyTexture3D;
  29084. /** @hidden */
  29085. _frameHandler: number;
  29086. private _nextFreeTextureSlots;
  29087. private _maxSimultaneousTextures;
  29088. private _activeRequests;
  29089. protected _texturesSupported: string[];
  29090. /** @hidden */
  29091. _textureFormatInUse: Nullable<string>;
  29092. protected readonly _supportsHardwareTextureRescaling: boolean;
  29093. /**
  29094. * Gets the list of texture formats supported
  29095. */
  29096. readonly texturesSupported: Array<string>;
  29097. /**
  29098. * Gets the list of texture formats in use
  29099. */
  29100. readonly textureFormatInUse: Nullable<string>;
  29101. /**
  29102. * Gets the current viewport
  29103. */
  29104. readonly currentViewport: Nullable<IViewportLike>;
  29105. /**
  29106. * Gets the default empty texture
  29107. */
  29108. readonly emptyTexture: InternalTexture;
  29109. /**
  29110. * Gets the default empty 3D texture
  29111. */
  29112. readonly emptyTexture3D: InternalTexture;
  29113. /**
  29114. * Gets the default empty cube texture
  29115. */
  29116. readonly emptyCubeTexture: InternalTexture;
  29117. /**
  29118. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  29119. */
  29120. readonly premultipliedAlpha: boolean;
  29121. /**
  29122. * Observable event triggered before each texture is initialized
  29123. */
  29124. onBeforeTextureInitObservable: Observable<Texture>;
  29125. /**
  29126. * Creates a new engine
  29127. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  29128. * @param antialias defines enable antialiasing (default: false)
  29129. * @param options defines further options to be sent to the getContext() function
  29130. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  29131. */
  29132. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  29133. private _rebuildInternalTextures;
  29134. private _rebuildEffects;
  29135. /**
  29136. * Gets a boolean indicating if all created effects are ready
  29137. * @returns true if all effects are ready
  29138. */
  29139. areAllEffectsReady(): boolean;
  29140. protected _rebuildBuffers(): void;
  29141. private _initGLContext;
  29142. /**
  29143. * Gets version of the current webGL context
  29144. */
  29145. readonly webGLVersion: number;
  29146. /**
  29147. * Gets a string idenfifying the name of the class
  29148. * @returns "Engine" string
  29149. */
  29150. getClassName(): string;
  29151. /**
  29152. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  29153. */
  29154. readonly isStencilEnable: boolean;
  29155. /** @hidden */
  29156. _prepareWorkingCanvas(): void;
  29157. /**
  29158. * Reset the texture cache to empty state
  29159. */
  29160. resetTextureCache(): void;
  29161. /**
  29162. * Gets an object containing information about the current webGL context
  29163. * @returns an object containing the vender, the renderer and the version of the current webGL context
  29164. */
  29165. getGlInfo(): {
  29166. vendor: string;
  29167. renderer: string;
  29168. version: string;
  29169. };
  29170. /**
  29171. * Defines the hardware scaling level.
  29172. * By default the hardware scaling level is computed from the window device ratio.
  29173. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  29174. * @param level defines the level to use
  29175. */
  29176. setHardwareScalingLevel(level: number): void;
  29177. /**
  29178. * Gets the current hardware scaling level.
  29179. * By default the hardware scaling level is computed from the window device ratio.
  29180. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  29181. * @returns a number indicating the current hardware scaling level
  29182. */
  29183. getHardwareScalingLevel(): number;
  29184. /**
  29185. * Gets the list of loaded textures
  29186. * @returns an array containing all loaded textures
  29187. */
  29188. getLoadedTexturesCache(): InternalTexture[];
  29189. /**
  29190. * Gets the object containing all engine capabilities
  29191. * @returns the EngineCapabilities object
  29192. */
  29193. getCaps(): EngineCapabilities;
  29194. /**
  29195. * stop executing a render loop function and remove it from the execution array
  29196. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  29197. */
  29198. stopRenderLoop(renderFunction?: () => void): void;
  29199. /** @hidden */
  29200. _renderLoop(): void;
  29201. /**
  29202. * Gets the HTML canvas attached with the current webGL context
  29203. * @returns a HTML canvas
  29204. */
  29205. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  29206. /**
  29207. * Gets host window
  29208. * @returns the host window object
  29209. */
  29210. getHostWindow(): Window;
  29211. /**
  29212. * Gets the current render width
  29213. * @param useScreen defines if screen size must be used (or the current render target if any)
  29214. * @returns a number defining the current render width
  29215. */
  29216. getRenderWidth(useScreen?: boolean): number;
  29217. /**
  29218. * Gets the current render height
  29219. * @param useScreen defines if screen size must be used (or the current render target if any)
  29220. * @returns a number defining the current render height
  29221. */
  29222. getRenderHeight(useScreen?: boolean): number;
  29223. /**
  29224. * Can be used to override the current requestAnimationFrame requester.
  29225. * @hidden
  29226. */
  29227. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  29228. /**
  29229. * Register and execute a render loop. The engine can have more than one render function
  29230. * @param renderFunction defines the function to continuously execute
  29231. */
  29232. runRenderLoop(renderFunction: () => void): void;
  29233. /**
  29234. * Clear the current render buffer or the current render target (if any is set up)
  29235. * @param color defines the color to use
  29236. * @param backBuffer defines if the back buffer must be cleared
  29237. * @param depth defines if the depth buffer must be cleared
  29238. * @param stencil defines if the stencil buffer must be cleared
  29239. */
  29240. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  29241. private _viewportCached;
  29242. /** @hidden */
  29243. _viewport(x: number, y: number, width: number, height: number): void;
  29244. /**
  29245. * Set the WebGL's viewport
  29246. * @param viewport defines the viewport element to be used
  29247. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  29248. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  29249. */
  29250. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  29251. /**
  29252. * Begin a new frame
  29253. */
  29254. beginFrame(): void;
  29255. /**
  29256. * Enf the current frame
  29257. */
  29258. endFrame(): void;
  29259. /**
  29260. * Resize the view according to the canvas' size
  29261. */
  29262. resize(): void;
  29263. /**
  29264. * Force a specific size of the canvas
  29265. * @param width defines the new canvas' width
  29266. * @param height defines the new canvas' height
  29267. */
  29268. setSize(width: number, height: number): void;
  29269. /**
  29270. * Binds the frame buffer to the specified texture.
  29271. * @param texture The texture to render to or null for the default canvas
  29272. * @param faceIndex The face of the texture to render to in case of cube texture
  29273. * @param requiredWidth The width of the target to render to
  29274. * @param requiredHeight The height of the target to render to
  29275. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  29276. * @param depthStencilTexture The depth stencil texture to use to render
  29277. * @param lodLevel defines le lod level to bind to the frame buffer
  29278. */
  29279. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  29280. /** @hidden */
  29281. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  29282. /**
  29283. * Unbind the current render target texture from the webGL context
  29284. * @param texture defines the render target texture to unbind
  29285. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  29286. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  29287. */
  29288. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  29289. /**
  29290. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  29291. */
  29292. flushFramebuffer(): void;
  29293. /**
  29294. * Unbind the current render target and bind the default framebuffer
  29295. */
  29296. restoreDefaultFramebuffer(): void;
  29297. private _resetVertexBufferBinding;
  29298. /**
  29299. * Creates a vertex buffer
  29300. * @param data the data for the vertex buffer
  29301. * @returns the new WebGL static buffer
  29302. */
  29303. createVertexBuffer(data: DataArray): DataBuffer;
  29304. private _createVertexBuffer;
  29305. /**
  29306. * Creates a dynamic vertex buffer
  29307. * @param data the data for the dynamic vertex buffer
  29308. * @returns the new WebGL dynamic buffer
  29309. */
  29310. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  29311. /**
  29312. * Updates a dynamic vertex buffer.
  29313. * @param vertexBuffer the vertex buffer to update
  29314. * @param data the data used to update the vertex buffer
  29315. * @param byteOffset the byte offset of the data
  29316. * @param byteLength the byte length of the data
  29317. */
  29318. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  29319. protected _resetIndexBufferBinding(): void;
  29320. /**
  29321. * Creates a new index buffer
  29322. * @param indices defines the content of the index buffer
  29323. * @param updatable defines if the index buffer must be updatable
  29324. * @returns a new webGL buffer
  29325. */
  29326. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  29327. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  29328. /**
  29329. * Bind a webGL buffer to the webGL context
  29330. * @param buffer defines the buffer to bind
  29331. */
  29332. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  29333. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  29334. private bindBuffer;
  29335. /**
  29336. * update the bound buffer with the given data
  29337. * @param data defines the data to update
  29338. */
  29339. updateArrayBuffer(data: Float32Array): void;
  29340. private _vertexAttribPointer;
  29341. private _bindIndexBufferWithCache;
  29342. private _bindVertexBuffersAttributes;
  29343. /**
  29344. * Records a vertex array object
  29345. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  29346. * @param vertexBuffers defines the list of vertex buffers to store
  29347. * @param indexBuffer defines the index buffer to store
  29348. * @param effect defines the effect to store
  29349. * @returns the new vertex array object
  29350. */
  29351. recordVertexArrayObject(vertexBuffers: {
  29352. [key: string]: VertexBuffer;
  29353. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  29354. /**
  29355. * Bind a specific vertex array object
  29356. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  29357. * @param vertexArrayObject defines the vertex array object to bind
  29358. * @param indexBuffer defines the index buffer to bind
  29359. */
  29360. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  29361. /**
  29362. * Bind webGl buffers directly to the webGL context
  29363. * @param vertexBuffer defines the vertex buffer to bind
  29364. * @param indexBuffer defines the index buffer to bind
  29365. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  29366. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  29367. * @param effect defines the effect associated with the vertex buffer
  29368. */
  29369. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  29370. private _unbindVertexArrayObject;
  29371. /**
  29372. * Bind a list of vertex buffers to the webGL context
  29373. * @param vertexBuffers defines the list of vertex buffers to bind
  29374. * @param indexBuffer defines the index buffer to bind
  29375. * @param effect defines the effect associated with the vertex buffers
  29376. */
  29377. bindBuffers(vertexBuffers: {
  29378. [key: string]: Nullable<VertexBuffer>;
  29379. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  29380. /**
  29381. * Unbind all instance attributes
  29382. */
  29383. unbindInstanceAttributes(): void;
  29384. /**
  29385. * Release and free the memory of a vertex array object
  29386. * @param vao defines the vertex array object to delete
  29387. */
  29388. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  29389. /** @hidden */
  29390. _releaseBuffer(buffer: DataBuffer): boolean;
  29391. protected _deleteBuffer(buffer: DataBuffer): void;
  29392. /**
  29393. * Creates a webGL buffer to use with instanciation
  29394. * @param capacity defines the size of the buffer
  29395. * @returns the webGL buffer
  29396. */
  29397. createInstancesBuffer(capacity: number): DataBuffer;
  29398. /**
  29399. * Delete a webGL buffer used with instanciation
  29400. * @param buffer defines the webGL buffer to delete
  29401. */
  29402. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  29403. /**
  29404. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  29405. * @param instancesBuffer defines the webGL buffer to update and bind
  29406. * @param data defines the data to store in the buffer
  29407. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  29408. */
  29409. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  29410. /**
  29411. * Apply all cached states (depth, culling, stencil and alpha)
  29412. */
  29413. applyStates(): void;
  29414. /**
  29415. * Send a draw order
  29416. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  29417. * @param indexStart defines the starting index
  29418. * @param indexCount defines the number of index to draw
  29419. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  29420. */
  29421. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  29422. /**
  29423. * Draw a list of points
  29424. * @param verticesStart defines the index of first vertex to draw
  29425. * @param verticesCount defines the count of vertices to draw
  29426. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  29427. */
  29428. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  29429. /**
  29430. * Draw a list of unindexed primitives
  29431. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  29432. * @param verticesStart defines the index of first vertex to draw
  29433. * @param verticesCount defines the count of vertices to draw
  29434. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  29435. */
  29436. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  29437. /**
  29438. * Draw a list of indexed primitives
  29439. * @param fillMode defines the primitive to use
  29440. * @param indexStart defines the starting index
  29441. * @param indexCount defines the number of index to draw
  29442. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  29443. */
  29444. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  29445. /**
  29446. * Draw a list of unindexed primitives
  29447. * @param fillMode defines the primitive to use
  29448. * @param verticesStart defines the index of first vertex to draw
  29449. * @param verticesCount defines the count of vertices to draw
  29450. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  29451. */
  29452. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  29453. private _drawMode;
  29454. /** @hidden */
  29455. protected _reportDrawCall(): void;
  29456. /** @hidden */
  29457. _releaseEffect(effect: Effect): void;
  29458. /** @hidden */
  29459. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  29460. /**
  29461. * Create a new effect (used to store vertex/fragment shaders)
  29462. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  29463. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  29464. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  29465. * @param samplers defines an array of string used to represent textures
  29466. * @param defines defines the string containing the defines to use to compile the shaders
  29467. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  29468. * @param onCompiled defines a function to call when the effect creation is successful
  29469. * @param onError defines a function to call when the effect creation has failed
  29470. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  29471. * @returns the new Effect
  29472. */
  29473. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  29474. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  29475. private _compileShader;
  29476. private _compileRawShader;
  29477. /**
  29478. * Directly creates a webGL program
  29479. * @param pipelineContext defines the pipeline context to attach to
  29480. * @param vertexCode defines the vertex shader code to use
  29481. * @param fragmentCode defines the fragment shader code to use
  29482. * @param context defines the webGL context to use (if not set, the current one will be used)
  29483. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  29484. * @returns the new webGL program
  29485. */
  29486. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  29487. /**
  29488. * Creates a webGL program
  29489. * @param pipelineContext defines the pipeline context to attach to
  29490. * @param vertexCode defines the vertex shader code to use
  29491. * @param fragmentCode defines the fragment shader code to use
  29492. * @param defines defines the string containing the defines to use to compile the shaders
  29493. * @param context defines the webGL context to use (if not set, the current one will be used)
  29494. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  29495. * @returns the new webGL program
  29496. */
  29497. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  29498. /**
  29499. * Creates a new pipeline context
  29500. * @returns the new pipeline
  29501. */
  29502. createPipelineContext(): IPipelineContext;
  29503. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  29504. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  29505. /** @hidden */
  29506. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  29507. /** @hidden */
  29508. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  29509. /** @hidden */
  29510. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  29511. /**
  29512. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  29513. * @param pipelineContext defines the pipeline context to use
  29514. * @param uniformsNames defines the list of uniform names
  29515. * @returns an array of webGL uniform locations
  29516. */
  29517. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  29518. /**
  29519. * Gets the lsit of active attributes for a given webGL program
  29520. * @param pipelineContext defines the pipeline context to use
  29521. * @param attributesNames defines the list of attribute names to get
  29522. * @returns an array of indices indicating the offset of each attribute
  29523. */
  29524. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  29525. /**
  29526. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  29527. * @param effect defines the effect to activate
  29528. */
  29529. enableEffect(effect: Nullable<Effect>): void;
  29530. /**
  29531. * Set the value of an uniform to an array of int32
  29532. * @param uniform defines the webGL uniform location where to store the value
  29533. * @param array defines the array of int32 to store
  29534. */
  29535. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  29536. /**
  29537. * Set the value of an uniform to an array of int32 (stored as vec2)
  29538. * @param uniform defines the webGL uniform location where to store the value
  29539. * @param array defines the array of int32 to store
  29540. */
  29541. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  29542. /**
  29543. * Set the value of an uniform to an array of int32 (stored as vec3)
  29544. * @param uniform defines the webGL uniform location where to store the value
  29545. * @param array defines the array of int32 to store
  29546. */
  29547. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  29548. /**
  29549. * Set the value of an uniform to an array of int32 (stored as vec4)
  29550. * @param uniform defines the webGL uniform location where to store the value
  29551. * @param array defines the array of int32 to store
  29552. */
  29553. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  29554. /**
  29555. * Set the value of an uniform to an array of float32
  29556. * @param uniform defines the webGL uniform location where to store the value
  29557. * @param array defines the array of float32 to store
  29558. */
  29559. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  29560. /**
  29561. * Set the value of an uniform to an array of float32 (stored as vec2)
  29562. * @param uniform defines the webGL uniform location where to store the value
  29563. * @param array defines the array of float32 to store
  29564. */
  29565. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  29566. /**
  29567. * Set the value of an uniform to an array of float32 (stored as vec3)
  29568. * @param uniform defines the webGL uniform location where to store the value
  29569. * @param array defines the array of float32 to store
  29570. */
  29571. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  29572. /**
  29573. * Set the value of an uniform to an array of float32 (stored as vec4)
  29574. * @param uniform defines the webGL uniform location where to store the value
  29575. * @param array defines the array of float32 to store
  29576. */
  29577. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  29578. /**
  29579. * Set the value of an uniform to an array of number
  29580. * @param uniform defines the webGL uniform location where to store the value
  29581. * @param array defines the array of number to store
  29582. */
  29583. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  29584. /**
  29585. * Set the value of an uniform to an array of number (stored as vec2)
  29586. * @param uniform defines the webGL uniform location where to store the value
  29587. * @param array defines the array of number to store
  29588. */
  29589. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  29590. /**
  29591. * Set the value of an uniform to an array of number (stored as vec3)
  29592. * @param uniform defines the webGL uniform location where to store the value
  29593. * @param array defines the array of number to store
  29594. */
  29595. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  29596. /**
  29597. * Set the value of an uniform to an array of number (stored as vec4)
  29598. * @param uniform defines the webGL uniform location where to store the value
  29599. * @param array defines the array of number to store
  29600. */
  29601. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  29602. /**
  29603. * Set the value of an uniform to an array of float32 (stored as matrices)
  29604. * @param uniform defines the webGL uniform location where to store the value
  29605. * @param matrices defines the array of float32 to store
  29606. */
  29607. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  29608. /**
  29609. * Set the value of an uniform to a matrix (3x3)
  29610. * @param uniform defines the webGL uniform location where to store the value
  29611. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  29612. */
  29613. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  29614. /**
  29615. * Set the value of an uniform to a matrix (2x2)
  29616. * @param uniform defines the webGL uniform location where to store the value
  29617. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  29618. */
  29619. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  29620. /**
  29621. * Set the value of an uniform to a number (int)
  29622. * @param uniform defines the webGL uniform location where to store the value
  29623. * @param value defines the int number to store
  29624. */
  29625. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  29626. /**
  29627. * Set the value of an uniform to a number (float)
  29628. * @param uniform defines the webGL uniform location where to store the value
  29629. * @param value defines the float number to store
  29630. */
  29631. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  29632. /**
  29633. * Set the value of an uniform to a vec2
  29634. * @param uniform defines the webGL uniform location where to store the value
  29635. * @param x defines the 1st component of the value
  29636. * @param y defines the 2nd component of the value
  29637. */
  29638. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  29639. /**
  29640. * Set the value of an uniform to a vec3
  29641. * @param uniform defines the webGL uniform location where to store the value
  29642. * @param x defines the 1st component of the value
  29643. * @param y defines the 2nd component of the value
  29644. * @param z defines the 3rd component of the value
  29645. */
  29646. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  29647. /**
  29648. * Set the value of an uniform to a boolean
  29649. * @param uniform defines the webGL uniform location where to store the value
  29650. * @param bool defines the boolean to store
  29651. */
  29652. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  29653. /**
  29654. * Set the value of an uniform to a vec4
  29655. * @param uniform defines the webGL uniform location where to store the value
  29656. * @param x defines the 1st component of the value
  29657. * @param y defines the 2nd component of the value
  29658. * @param z defines the 3rd component of the value
  29659. * @param w defines the 4th component of the value
  29660. */
  29661. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  29662. /**
  29663. * Sets a Color4 on a uniform variable
  29664. * @param uniform defines the uniform location
  29665. * @param color4 defines the value to be set
  29666. */
  29667. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  29668. /**
  29669. * Gets the depth culling state manager
  29670. */
  29671. readonly depthCullingState: DepthCullingState;
  29672. /**
  29673. * Gets the alpha state manager
  29674. */
  29675. readonly alphaState: AlphaState;
  29676. /**
  29677. * Gets the stencil state manager
  29678. */
  29679. readonly stencilState: StencilState;
  29680. /**
  29681. * Clears the list of texture accessible through engine.
  29682. * This can help preventing texture load conflict due to name collision.
  29683. */
  29684. clearInternalTexturesCache(): void;
  29685. /**
  29686. * Force the entire cache to be cleared
  29687. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  29688. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  29689. */
  29690. wipeCaches(bruteForce?: boolean): void;
  29691. /** @hidden */
  29692. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  29693. min: number;
  29694. mag: number;
  29695. };
  29696. /** @hidden */
  29697. _createTexture(): WebGLTexture;
  29698. /**
  29699. * Usually called from Texture.ts.
  29700. * Passed information to create a WebGLTexture
  29701. * @param urlArg defines a value which contains one of the following:
  29702. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  29703. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  29704. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  29705. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  29706. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  29707. * @param scene needed for loading to the correct scene
  29708. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  29709. * @param onLoad optional callback to be called upon successful completion
  29710. * @param onError optional callback to be called upon failure
  29711. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  29712. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  29713. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  29714. * @param forcedExtension defines the extension to use to pick the right loader
  29715. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  29716. * @param mimeType defines an optional mime type
  29717. * @returns a InternalTexture for assignment back into BABYLON.Texture
  29718. */
  29719. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  29720. /**
  29721. * @hidden
  29722. */
  29723. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  29724. /**
  29725. * Creates a raw texture
  29726. * @param data defines the data to store in the texture
  29727. * @param width defines the width of the texture
  29728. * @param height defines the height of the texture
  29729. * @param format defines the format of the data
  29730. * @param generateMipMaps defines if the engine should generate the mip levels
  29731. * @param invertY defines if data must be stored with Y axis inverted
  29732. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  29733. * @param compression defines the compression used (null by default)
  29734. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  29735. * @returns the raw texture inside an InternalTexture
  29736. */
  29737. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  29738. /**
  29739. * Creates a new raw cube texture
  29740. * @param data defines the array of data to use to create each face
  29741. * @param size defines the size of the textures
  29742. * @param format defines the format of the data
  29743. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  29744. * @param generateMipMaps defines if the engine should generate the mip levels
  29745. * @param invertY defines if data must be stored with Y axis inverted
  29746. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  29747. * @param compression defines the compression used (null by default)
  29748. * @returns the cube texture as an InternalTexture
  29749. */
  29750. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  29751. /**
  29752. * Creates a new raw 3D texture
  29753. * @param data defines the data used to create the texture
  29754. * @param width defines the width of the texture
  29755. * @param height defines the height of the texture
  29756. * @param depth defines the depth of the texture
  29757. * @param format defines the format of the texture
  29758. * @param generateMipMaps defines if the engine must generate mip levels
  29759. * @param invertY defines if data must be stored with Y axis inverted
  29760. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  29761. * @param compression defines the compressed used (can be null)
  29762. * @param textureType defines the compressed used (can be null)
  29763. * @returns a new raw 3D texture (stored in an InternalTexture)
  29764. */
  29765. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  29766. private _unpackFlipYCached;
  29767. /**
  29768. * In case you are sharing the context with other applications, it might
  29769. * be interested to not cache the unpack flip y state to ensure a consistent
  29770. * value would be set.
  29771. */
  29772. enableUnpackFlipYCached: boolean;
  29773. /** @hidden */
  29774. _unpackFlipY(value: boolean): void;
  29775. /** @hidden */
  29776. _getUnpackAlignement(): number;
  29777. /**
  29778. * Update the sampling mode of a given texture
  29779. * @param samplingMode defines the required sampling mode
  29780. * @param texture defines the texture to update
  29781. */
  29782. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  29783. /**
  29784. * Updates a depth texture Comparison Mode and Function.
  29785. * If the comparison Function is equal to 0, the mode will be set to none.
  29786. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  29787. * @param texture The texture to set the comparison function for
  29788. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  29789. */
  29790. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  29791. /** @hidden */
  29792. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  29793. width: number;
  29794. height: number;
  29795. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  29796. /**
  29797. * Creates a depth stencil texture.
  29798. * This is only available in WebGL 2 or with the depth texture extension available.
  29799. * @param size The size of face edge in the texture.
  29800. * @param options The options defining the texture.
  29801. * @returns The texture
  29802. */
  29803. createDepthStencilTexture(size: number | {
  29804. width: number;
  29805. height: number;
  29806. }, options: DepthTextureCreationOptions): InternalTexture;
  29807. /**
  29808. * Creates a depth stencil texture.
  29809. * This is only available in WebGL 2 or with the depth texture extension available.
  29810. * @param size The size of face edge in the texture.
  29811. * @param options The options defining the texture.
  29812. * @returns The texture
  29813. */
  29814. private _createDepthStencilTexture;
  29815. /** @hidden */
  29816. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  29817. /** @hidden */
  29818. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  29819. /** @hidden */
  29820. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  29821. /** @hidden */
  29822. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  29823. /**
  29824. * @hidden
  29825. */
  29826. _setCubeMapTextureParams(loadMipmap: boolean): void;
  29827. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  29828. private _prepareWebGLTexture;
  29829. /** @hidden */
  29830. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  29831. /** @hidden */
  29832. _releaseFramebufferObjects(texture: InternalTexture): void;
  29833. /** @hidden */
  29834. _releaseTexture(texture: InternalTexture): void;
  29835. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  29836. protected _setProgram(program: WebGLProgram): void;
  29837. protected _boundUniforms: {
  29838. [key: number]: WebGLUniformLocation;
  29839. };
  29840. /**
  29841. * Binds an effect to the webGL context
  29842. * @param effect defines the effect to bind
  29843. */
  29844. bindSamplers(effect: Effect): void;
  29845. private _activateCurrentTexture;
  29846. /** @hidden */
  29847. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  29848. /** @hidden */
  29849. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  29850. /**
  29851. * Unbind all textures from the webGL context
  29852. */
  29853. unbindAllTextures(): void;
  29854. /**
  29855. * Sets a texture to the according uniform.
  29856. * @param channel The texture channel
  29857. * @param uniform The uniform to set
  29858. * @param texture The texture to apply
  29859. */
  29860. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  29861. private _bindSamplerUniformToChannel;
  29862. private _getTextureWrapMode;
  29863. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  29864. /**
  29865. * Sets an array of texture to the webGL context
  29866. * @param channel defines the channel where the texture array must be set
  29867. * @param uniform defines the associated uniform location
  29868. * @param textures defines the array of textures to bind
  29869. */
  29870. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  29871. /** @hidden */
  29872. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  29873. private _setTextureParameterFloat;
  29874. private _setTextureParameterInteger;
  29875. /**
  29876. * Unbind all vertex attributes from the webGL context
  29877. */
  29878. unbindAllAttributes(): void;
  29879. /**
  29880. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  29881. */
  29882. releaseEffects(): void;
  29883. /**
  29884. * Dispose and release all associated resources
  29885. */
  29886. dispose(): void;
  29887. /**
  29888. * Attach a new callback raised when context lost event is fired
  29889. * @param callback defines the callback to call
  29890. */
  29891. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  29892. /**
  29893. * Attach a new callback raised when context restored event is fired
  29894. * @param callback defines the callback to call
  29895. */
  29896. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  29897. /**
  29898. * Get the current error code of the webGL context
  29899. * @returns the error code
  29900. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  29901. */
  29902. getError(): number;
  29903. private _canRenderToFloatFramebuffer;
  29904. private _canRenderToHalfFloatFramebuffer;
  29905. private _canRenderToFramebuffer;
  29906. /** @hidden */
  29907. _getWebGLTextureType(type: number): number;
  29908. /** @hidden */
  29909. _getInternalFormat(format: number): number;
  29910. /** @hidden */
  29911. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  29912. /** @hidden */
  29913. _getRGBAMultiSampleBufferFormat(type: number): number;
  29914. /** @hidden */
  29915. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  29916. /**
  29917. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  29918. * @returns true if the engine can be created
  29919. * @ignorenaming
  29920. */
  29921. static isSupported(): boolean;
  29922. /**
  29923. * Find the next highest power of two.
  29924. * @param x Number to start search from.
  29925. * @return Next highest power of two.
  29926. */
  29927. static CeilingPOT(x: number): number;
  29928. /**
  29929. * Find the next lowest power of two.
  29930. * @param x Number to start search from.
  29931. * @return Next lowest power of two.
  29932. */
  29933. static FloorPOT(x: number): number;
  29934. /**
  29935. * Find the nearest power of two.
  29936. * @param x Number to start search from.
  29937. * @return Next nearest power of two.
  29938. */
  29939. static NearestPOT(x: number): number;
  29940. /**
  29941. * Get the closest exponent of two
  29942. * @param value defines the value to approximate
  29943. * @param max defines the maximum value to return
  29944. * @param mode defines how to define the closest value
  29945. * @returns closest exponent of two of the given value
  29946. */
  29947. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  29948. /**
  29949. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  29950. * @param func - the function to be called
  29951. * @param requester - the object that will request the next frame. Falls back to window.
  29952. * @returns frame number
  29953. */
  29954. static QueueNewFrame(func: () => void, requester?: any): number;
  29955. }
  29956. }
  29957. declare module BABYLON {
  29958. /**
  29959. * Class representing spherical harmonics coefficients to the 3rd degree
  29960. */
  29961. export class SphericalHarmonics {
  29962. /**
  29963. * Defines whether or not the harmonics have been prescaled for rendering.
  29964. */
  29965. preScaled: boolean;
  29966. /**
  29967. * The l0,0 coefficients of the spherical harmonics
  29968. */
  29969. l00: Vector3;
  29970. /**
  29971. * The l1,-1 coefficients of the spherical harmonics
  29972. */
  29973. l1_1: Vector3;
  29974. /**
  29975. * The l1,0 coefficients of the spherical harmonics
  29976. */
  29977. l10: Vector3;
  29978. /**
  29979. * The l1,1 coefficients of the spherical harmonics
  29980. */
  29981. l11: Vector3;
  29982. /**
  29983. * The l2,-2 coefficients of the spherical harmonics
  29984. */
  29985. l2_2: Vector3;
  29986. /**
  29987. * The l2,-1 coefficients of the spherical harmonics
  29988. */
  29989. l2_1: Vector3;
  29990. /**
  29991. * The l2,0 coefficients of the spherical harmonics
  29992. */
  29993. l20: Vector3;
  29994. /**
  29995. * The l2,1 coefficients of the spherical harmonics
  29996. */
  29997. l21: Vector3;
  29998. /**
  29999. * The l2,2 coefficients of the spherical harmonics
  30000. */
  30001. l22: Vector3;
  30002. /**
  30003. * Adds a light to the spherical harmonics
  30004. * @param direction the direction of the light
  30005. * @param color the color of the light
  30006. * @param deltaSolidAngle the delta solid angle of the light
  30007. */
  30008. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30009. /**
  30010. * Scales the spherical harmonics by the given amount
  30011. * @param scale the amount to scale
  30012. */
  30013. scaleInPlace(scale: number): void;
  30014. /**
  30015. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  30016. *
  30017. * ```
  30018. * E_lm = A_l * L_lm
  30019. * ```
  30020. *
  30021. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  30022. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  30023. * the scaling factors are given in equation 9.
  30024. */
  30025. convertIncidentRadianceToIrradiance(): void;
  30026. /**
  30027. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  30028. *
  30029. * ```
  30030. * L = (1/pi) * E * rho
  30031. * ```
  30032. *
  30033. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  30034. */
  30035. convertIrradianceToLambertianRadiance(): void;
  30036. /**
  30037. * Integrates the reconstruction coefficients directly in to the SH preventing further
  30038. * required operations at run time.
  30039. *
  30040. * This is simply done by scaling back the SH with Ylm constants parameter.
  30041. * The trigonometric part being applied by the shader at run time.
  30042. */
  30043. preScaleForRendering(): void;
  30044. /**
  30045. * Constructs a spherical harmonics from an array.
  30046. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  30047. * @returns the spherical harmonics
  30048. */
  30049. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  30050. /**
  30051. * Gets the spherical harmonics from polynomial
  30052. * @param polynomial the spherical polynomial
  30053. * @returns the spherical harmonics
  30054. */
  30055. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  30056. }
  30057. /**
  30058. * Class representing spherical polynomial coefficients to the 3rd degree
  30059. */
  30060. export class SphericalPolynomial {
  30061. private _harmonics;
  30062. /**
  30063. * The spherical harmonics used to create the polynomials.
  30064. */
  30065. readonly preScaledHarmonics: SphericalHarmonics;
  30066. /**
  30067. * The x coefficients of the spherical polynomial
  30068. */
  30069. x: Vector3;
  30070. /**
  30071. * The y coefficients of the spherical polynomial
  30072. */
  30073. y: Vector3;
  30074. /**
  30075. * The z coefficients of the spherical polynomial
  30076. */
  30077. z: Vector3;
  30078. /**
  30079. * The xx coefficients of the spherical polynomial
  30080. */
  30081. xx: Vector3;
  30082. /**
  30083. * The yy coefficients of the spherical polynomial
  30084. */
  30085. yy: Vector3;
  30086. /**
  30087. * The zz coefficients of the spherical polynomial
  30088. */
  30089. zz: Vector3;
  30090. /**
  30091. * The xy coefficients of the spherical polynomial
  30092. */
  30093. xy: Vector3;
  30094. /**
  30095. * The yz coefficients of the spherical polynomial
  30096. */
  30097. yz: Vector3;
  30098. /**
  30099. * The zx coefficients of the spherical polynomial
  30100. */
  30101. zx: Vector3;
  30102. /**
  30103. * Adds an ambient color to the spherical polynomial
  30104. * @param color the color to add
  30105. */
  30106. addAmbient(color: Color3): void;
  30107. /**
  30108. * Scales the spherical polynomial by the given amount
  30109. * @param scale the amount to scale
  30110. */
  30111. scaleInPlace(scale: number): void;
  30112. /**
  30113. * Gets the spherical polynomial from harmonics
  30114. * @param harmonics the spherical harmonics
  30115. * @returns the spherical polynomial
  30116. */
  30117. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  30118. /**
  30119. * Constructs a spherical polynomial from an array.
  30120. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  30121. * @returns the spherical polynomial
  30122. */
  30123. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  30124. }
  30125. }
  30126. declare module BABYLON {
  30127. /**
  30128. * Defines the source of the internal texture
  30129. */
  30130. export enum InternalTextureSource {
  30131. /**
  30132. * The source of the texture data is unknown
  30133. */
  30134. Unknown = 0,
  30135. /**
  30136. * Texture data comes from an URL
  30137. */
  30138. Url = 1,
  30139. /**
  30140. * Texture data is only used for temporary storage
  30141. */
  30142. Temp = 2,
  30143. /**
  30144. * Texture data comes from raw data (ArrayBuffer)
  30145. */
  30146. Raw = 3,
  30147. /**
  30148. * Texture content is dynamic (video or dynamic texture)
  30149. */
  30150. Dynamic = 4,
  30151. /**
  30152. * Texture content is generated by rendering to it
  30153. */
  30154. RenderTarget = 5,
  30155. /**
  30156. * Texture content is part of a multi render target process
  30157. */
  30158. MultiRenderTarget = 6,
  30159. /**
  30160. * Texture data comes from a cube data file
  30161. */
  30162. Cube = 7,
  30163. /**
  30164. * Texture data comes from a raw cube data
  30165. */
  30166. CubeRaw = 8,
  30167. /**
  30168. * Texture data come from a prefiltered cube data file
  30169. */
  30170. CubePrefiltered = 9,
  30171. /**
  30172. * Texture content is raw 3D data
  30173. */
  30174. Raw3D = 10,
  30175. /**
  30176. * Texture content is a depth texture
  30177. */
  30178. Depth = 11,
  30179. /**
  30180. * Texture data comes from a raw cube data encoded with RGBD
  30181. */
  30182. CubeRawRGBD = 12
  30183. }
  30184. /**
  30185. * Class used to store data associated with WebGL texture data for the engine
  30186. * This class should not be used directly
  30187. */
  30188. export class InternalTexture {
  30189. /** @hidden */
  30190. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  30191. /**
  30192. * Defines if the texture is ready
  30193. */
  30194. isReady: boolean;
  30195. /**
  30196. * Defines if the texture is a cube texture
  30197. */
  30198. isCube: boolean;
  30199. /**
  30200. * Defines if the texture contains 3D data
  30201. */
  30202. is3D: boolean;
  30203. /**
  30204. * Defines if the texture contains multiview data
  30205. */
  30206. isMultiview: boolean;
  30207. /**
  30208. * Gets the URL used to load this texture
  30209. */
  30210. url: string;
  30211. /**
  30212. * Gets the sampling mode of the texture
  30213. */
  30214. samplingMode: number;
  30215. /**
  30216. * Gets a boolean indicating if the texture needs mipmaps generation
  30217. */
  30218. generateMipMaps: boolean;
  30219. /**
  30220. * Gets the number of samples used by the texture (WebGL2+ only)
  30221. */
  30222. samples: number;
  30223. /**
  30224. * Gets the type of the texture (int, float...)
  30225. */
  30226. type: number;
  30227. /**
  30228. * Gets the format of the texture (RGB, RGBA...)
  30229. */
  30230. format: number;
  30231. /**
  30232. * Observable called when the texture is loaded
  30233. */
  30234. onLoadedObservable: Observable<InternalTexture>;
  30235. /**
  30236. * Gets the width of the texture
  30237. */
  30238. width: number;
  30239. /**
  30240. * Gets the height of the texture
  30241. */
  30242. height: number;
  30243. /**
  30244. * Gets the depth of the texture
  30245. */
  30246. depth: number;
  30247. /**
  30248. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  30249. */
  30250. baseWidth: number;
  30251. /**
  30252. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  30253. */
  30254. baseHeight: number;
  30255. /**
  30256. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  30257. */
  30258. baseDepth: number;
  30259. /**
  30260. * Gets a boolean indicating if the texture is inverted on Y axis
  30261. */
  30262. invertY: boolean;
  30263. /** @hidden */
  30264. _invertVScale: boolean;
  30265. /** @hidden */
  30266. _associatedChannel: number;
  30267. /** @hidden */
  30268. _source: InternalTextureSource;
  30269. /** @hidden */
  30270. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  30271. /** @hidden */
  30272. _bufferView: Nullable<ArrayBufferView>;
  30273. /** @hidden */
  30274. _bufferViewArray: Nullable<ArrayBufferView[]>;
  30275. /** @hidden */
  30276. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  30277. /** @hidden */
  30278. _size: number;
  30279. /** @hidden */
  30280. _extension: string;
  30281. /** @hidden */
  30282. _files: Nullable<string[]>;
  30283. /** @hidden */
  30284. _workingCanvas: Nullable<HTMLCanvasElement>;
  30285. /** @hidden */
  30286. _workingContext: Nullable<CanvasRenderingContext2D>;
  30287. /** @hidden */
  30288. _framebuffer: Nullable<WebGLFramebuffer>;
  30289. /** @hidden */
  30290. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  30291. /** @hidden */
  30292. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  30293. /** @hidden */
  30294. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  30295. /** @hidden */
  30296. _attachments: Nullable<number[]>;
  30297. /** @hidden */
  30298. _cachedCoordinatesMode: Nullable<number>;
  30299. /** @hidden */
  30300. _cachedWrapU: Nullable<number>;
  30301. /** @hidden */
  30302. _cachedWrapV: Nullable<number>;
  30303. /** @hidden */
  30304. _cachedWrapR: Nullable<number>;
  30305. /** @hidden */
  30306. _cachedAnisotropicFilteringLevel: Nullable<number>;
  30307. /** @hidden */
  30308. _isDisabled: boolean;
  30309. /** @hidden */
  30310. _compression: Nullable<string>;
  30311. /** @hidden */
  30312. _generateStencilBuffer: boolean;
  30313. /** @hidden */
  30314. _generateDepthBuffer: boolean;
  30315. /** @hidden */
  30316. _comparisonFunction: number;
  30317. /** @hidden */
  30318. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  30319. /** @hidden */
  30320. _lodGenerationScale: number;
  30321. /** @hidden */
  30322. _lodGenerationOffset: number;
  30323. /** @hidden */
  30324. _colorTextureArray: Nullable<WebGLTexture>;
  30325. /** @hidden */
  30326. _depthStencilTextureArray: Nullable<WebGLTexture>;
  30327. /** @hidden */
  30328. _lodTextureHigh: Nullable<BaseTexture>;
  30329. /** @hidden */
  30330. _lodTextureMid: Nullable<BaseTexture>;
  30331. /** @hidden */
  30332. _lodTextureLow: Nullable<BaseTexture>;
  30333. /** @hidden */
  30334. _isRGBD: boolean;
  30335. /** @hidden */
  30336. _linearSpecularLOD: boolean;
  30337. /** @hidden */
  30338. _irradianceTexture: Nullable<BaseTexture>;
  30339. /** @hidden */
  30340. _webGLTexture: Nullable<WebGLTexture>;
  30341. /** @hidden */
  30342. _references: number;
  30343. private _engine;
  30344. /**
  30345. * Gets the Engine the texture belongs to.
  30346. * @returns The babylon engine
  30347. */
  30348. getEngine(): ThinEngine;
  30349. /**
  30350. * Gets the data source type of the texture
  30351. */
  30352. readonly source: InternalTextureSource;
  30353. /**
  30354. * Creates a new InternalTexture
  30355. * @param engine defines the engine to use
  30356. * @param source defines the type of data that will be used
  30357. * @param delayAllocation if the texture allocation should be delayed (default: false)
  30358. */
  30359. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  30360. /**
  30361. * Increments the number of references (ie. the number of Texture that point to it)
  30362. */
  30363. incrementReferences(): void;
  30364. /**
  30365. * Change the size of the texture (not the size of the content)
  30366. * @param width defines the new width
  30367. * @param height defines the new height
  30368. * @param depth defines the new depth (1 by default)
  30369. */
  30370. updateSize(width: int, height: int, depth?: int): void;
  30371. /** @hidden */
  30372. _rebuild(): void;
  30373. /** @hidden */
  30374. _swapAndDie(target: InternalTexture): void;
  30375. /**
  30376. * Dispose the current allocated resources
  30377. */
  30378. dispose(): void;
  30379. }
  30380. }
  30381. declare module BABYLON {
  30382. /**
  30383. * Class used to work with sound analyzer using fast fourier transform (FFT)
  30384. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30385. */
  30386. export class Analyser {
  30387. /**
  30388. * Gets or sets the smoothing
  30389. * @ignorenaming
  30390. */
  30391. SMOOTHING: number;
  30392. /**
  30393. * Gets or sets the FFT table size
  30394. * @ignorenaming
  30395. */
  30396. FFT_SIZE: number;
  30397. /**
  30398. * Gets or sets the bar graph amplitude
  30399. * @ignorenaming
  30400. */
  30401. BARGRAPHAMPLITUDE: number;
  30402. /**
  30403. * Gets or sets the position of the debug canvas
  30404. * @ignorenaming
  30405. */
  30406. DEBUGCANVASPOS: {
  30407. x: number;
  30408. y: number;
  30409. };
  30410. /**
  30411. * Gets or sets the debug canvas size
  30412. * @ignorenaming
  30413. */
  30414. DEBUGCANVASSIZE: {
  30415. width: number;
  30416. height: number;
  30417. };
  30418. private _byteFreqs;
  30419. private _byteTime;
  30420. private _floatFreqs;
  30421. private _webAudioAnalyser;
  30422. private _debugCanvas;
  30423. private _debugCanvasContext;
  30424. private _scene;
  30425. private _registerFunc;
  30426. private _audioEngine;
  30427. /**
  30428. * Creates a new analyser
  30429. * @param scene defines hosting scene
  30430. */
  30431. constructor(scene: Scene);
  30432. /**
  30433. * Get the number of data values you will have to play with for the visualization
  30434. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  30435. * @returns a number
  30436. */
  30437. getFrequencyBinCount(): number;
  30438. /**
  30439. * Gets the current frequency data as a byte array
  30440. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  30441. * @returns a Uint8Array
  30442. */
  30443. getByteFrequencyData(): Uint8Array;
  30444. /**
  30445. * Gets the current waveform as a byte array
  30446. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  30447. * @returns a Uint8Array
  30448. */
  30449. getByteTimeDomainData(): Uint8Array;
  30450. /**
  30451. * Gets the current frequency data as a float array
  30452. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  30453. * @returns a Float32Array
  30454. */
  30455. getFloatFrequencyData(): Float32Array;
  30456. /**
  30457. * Renders the debug canvas
  30458. */
  30459. drawDebugCanvas(): void;
  30460. /**
  30461. * Stops rendering the debug canvas and removes it
  30462. */
  30463. stopDebugCanvas(): void;
  30464. /**
  30465. * Connects two audio nodes
  30466. * @param inputAudioNode defines first node to connect
  30467. * @param outputAudioNode defines second node to connect
  30468. */
  30469. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  30470. /**
  30471. * Releases all associated resources
  30472. */
  30473. dispose(): void;
  30474. }
  30475. }
  30476. declare module BABYLON {
  30477. /**
  30478. * This represents an audio engine and it is responsible
  30479. * to play, synchronize and analyse sounds throughout the application.
  30480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30481. */
  30482. export interface IAudioEngine extends IDisposable {
  30483. /**
  30484. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  30485. */
  30486. readonly canUseWebAudio: boolean;
  30487. /**
  30488. * Gets the current AudioContext if available.
  30489. */
  30490. readonly audioContext: Nullable<AudioContext>;
  30491. /**
  30492. * The master gain node defines the global audio volume of your audio engine.
  30493. */
  30494. readonly masterGain: GainNode;
  30495. /**
  30496. * Gets whether or not mp3 are supported by your browser.
  30497. */
  30498. readonly isMP3supported: boolean;
  30499. /**
  30500. * Gets whether or not ogg are supported by your browser.
  30501. */
  30502. readonly isOGGsupported: boolean;
  30503. /**
  30504. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30505. * @ignoreNaming
  30506. */
  30507. WarnedWebAudioUnsupported: boolean;
  30508. /**
  30509. * Defines if the audio engine relies on a custom unlocked button.
  30510. * In this case, the embedded button will not be displayed.
  30511. */
  30512. useCustomUnlockedButton: boolean;
  30513. /**
  30514. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  30515. */
  30516. readonly unlocked: boolean;
  30517. /**
  30518. * Event raised when audio has been unlocked on the browser.
  30519. */
  30520. onAudioUnlockedObservable: Observable<AudioEngine>;
  30521. /**
  30522. * Event raised when audio has been locked on the browser.
  30523. */
  30524. onAudioLockedObservable: Observable<AudioEngine>;
  30525. /**
  30526. * Flags the audio engine in Locked state.
  30527. * This happens due to new browser policies preventing audio to autoplay.
  30528. */
  30529. lock(): void;
  30530. /**
  30531. * Unlocks the audio engine once a user action has been done on the dom.
  30532. * This is helpful to resume play once browser policies have been satisfied.
  30533. */
  30534. unlock(): void;
  30535. }
  30536. /**
  30537. * This represents the default audio engine used in babylon.
  30538. * It is responsible to play, synchronize and analyse sounds throughout the application.
  30539. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30540. */
  30541. export class AudioEngine implements IAudioEngine {
  30542. private _audioContext;
  30543. private _audioContextInitialized;
  30544. private _muteButton;
  30545. private _hostElement;
  30546. /**
  30547. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  30548. */
  30549. canUseWebAudio: boolean;
  30550. /**
  30551. * The master gain node defines the global audio volume of your audio engine.
  30552. */
  30553. masterGain: GainNode;
  30554. /**
  30555. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30556. * @ignoreNaming
  30557. */
  30558. WarnedWebAudioUnsupported: boolean;
  30559. /**
  30560. * Gets whether or not mp3 are supported by your browser.
  30561. */
  30562. isMP3supported: boolean;
  30563. /**
  30564. * Gets whether or not ogg are supported by your browser.
  30565. */
  30566. isOGGsupported: boolean;
  30567. /**
  30568. * Gets whether audio has been unlocked on the device.
  30569. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30570. * a user interaction has happened.
  30571. */
  30572. unlocked: boolean;
  30573. /**
  30574. * Defines if the audio engine relies on a custom unlocked button.
  30575. * In this case, the embedded button will not be displayed.
  30576. */
  30577. useCustomUnlockedButton: boolean;
  30578. /**
  30579. * Event raised when audio has been unlocked on the browser.
  30580. */
  30581. onAudioUnlockedObservable: Observable<AudioEngine>;
  30582. /**
  30583. * Event raised when audio has been locked on the browser.
  30584. */
  30585. onAudioLockedObservable: Observable<AudioEngine>;
  30586. /**
  30587. * Gets the current AudioContext if available.
  30588. */
  30589. readonly audioContext: Nullable<AudioContext>;
  30590. private _connectedAnalyser;
  30591. /**
  30592. * Instantiates a new audio engine.
  30593. *
  30594. * There should be only one per page as some browsers restrict the number
  30595. * of audio contexts you can create.
  30596. * @param hostElement defines the host element where to display the mute icon if necessary
  30597. */
  30598. constructor(hostElement?: Nullable<HTMLElement>);
  30599. /**
  30600. * Flags the audio engine in Locked state.
  30601. * This happens due to new browser policies preventing audio to autoplay.
  30602. */
  30603. lock(): void;
  30604. /**
  30605. * Unlocks the audio engine once a user action has been done on the dom.
  30606. * This is helpful to resume play once browser policies have been satisfied.
  30607. */
  30608. unlock(): void;
  30609. private _resumeAudioContext;
  30610. private _initializeAudioContext;
  30611. private _tryToRun;
  30612. private _triggerRunningState;
  30613. private _triggerSuspendedState;
  30614. private _displayMuteButton;
  30615. private _moveButtonToTopLeft;
  30616. private _onResize;
  30617. private _hideMuteButton;
  30618. /**
  30619. * Destroy and release the resources associated with the audio ccontext.
  30620. */
  30621. dispose(): void;
  30622. /**
  30623. * Gets the global volume sets on the master gain.
  30624. * @returns the global volume if set or -1 otherwise
  30625. */
  30626. getGlobalVolume(): number;
  30627. /**
  30628. * Sets the global volume of your experience (sets on the master gain).
  30629. * @param newVolume Defines the new global volume of the application
  30630. */
  30631. setGlobalVolume(newVolume: number): void;
  30632. /**
  30633. * Connect the audio engine to an audio analyser allowing some amazing
  30634. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30635. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30636. * @param analyser The analyser to connect to the engine
  30637. */
  30638. connectToAnalyser(analyser: Analyser): void;
  30639. }
  30640. }
  30641. declare module BABYLON {
  30642. /**
  30643. * Interface used to present a loading screen while loading a scene
  30644. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30645. */
  30646. export interface ILoadingScreen {
  30647. /**
  30648. * Function called to display the loading screen
  30649. */
  30650. displayLoadingUI: () => void;
  30651. /**
  30652. * Function called to hide the loading screen
  30653. */
  30654. hideLoadingUI: () => void;
  30655. /**
  30656. * Gets or sets the color to use for the background
  30657. */
  30658. loadingUIBackgroundColor: string;
  30659. /**
  30660. * Gets or sets the text to display while loading
  30661. */
  30662. loadingUIText: string;
  30663. }
  30664. /**
  30665. * Class used for the default loading screen
  30666. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30667. */
  30668. export class DefaultLoadingScreen implements ILoadingScreen {
  30669. private _renderingCanvas;
  30670. private _loadingText;
  30671. private _loadingDivBackgroundColor;
  30672. private _loadingDiv;
  30673. private _loadingTextDiv;
  30674. /** Gets or sets the logo url to use for the default loading screen */
  30675. static DefaultLogoUrl: string;
  30676. /** Gets or sets the spinner url to use for the default loading screen */
  30677. static DefaultSpinnerUrl: string;
  30678. /**
  30679. * Creates a new default loading screen
  30680. * @param _renderingCanvas defines the canvas used to render the scene
  30681. * @param _loadingText defines the default text to display
  30682. * @param _loadingDivBackgroundColor defines the default background color
  30683. */
  30684. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30685. /**
  30686. * Function called to display the loading screen
  30687. */
  30688. displayLoadingUI(): void;
  30689. /**
  30690. * Function called to hide the loading screen
  30691. */
  30692. hideLoadingUI(): void;
  30693. /**
  30694. * Gets or sets the text to display while loading
  30695. */
  30696. loadingUIText: string;
  30697. /**
  30698. * Gets or sets the color to use for the background
  30699. */
  30700. loadingUIBackgroundColor: string;
  30701. private _resizeLoadingUI;
  30702. }
  30703. }
  30704. declare module BABYLON {
  30705. /**
  30706. * Interface for any object that can request an animation frame
  30707. */
  30708. export interface ICustomAnimationFrameRequester {
  30709. /**
  30710. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30711. */
  30712. renderFunction?: Function;
  30713. /**
  30714. * Called to request the next frame to render to
  30715. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30716. */
  30717. requestAnimationFrame: Function;
  30718. /**
  30719. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30720. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30721. */
  30722. requestID?: number;
  30723. }
  30724. }
  30725. declare module BABYLON {
  30726. /**
  30727. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  30728. */
  30729. export class PerformanceMonitor {
  30730. private _enabled;
  30731. private _rollingFrameTime;
  30732. private _lastFrameTimeMs;
  30733. /**
  30734. * constructor
  30735. * @param frameSampleSize The number of samples required to saturate the sliding window
  30736. */
  30737. constructor(frameSampleSize?: number);
  30738. /**
  30739. * Samples current frame
  30740. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  30741. */
  30742. sampleFrame(timeMs?: number): void;
  30743. /**
  30744. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  30745. */
  30746. readonly averageFrameTime: number;
  30747. /**
  30748. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  30749. */
  30750. readonly averageFrameTimeVariance: number;
  30751. /**
  30752. * Returns the frame time of the most recent frame
  30753. */
  30754. readonly instantaneousFrameTime: number;
  30755. /**
  30756. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  30757. */
  30758. readonly averageFPS: number;
  30759. /**
  30760. * Returns the average framerate in frames per second using the most recent frame time
  30761. */
  30762. readonly instantaneousFPS: number;
  30763. /**
  30764. * Returns true if enough samples have been taken to completely fill the sliding window
  30765. */
  30766. readonly isSaturated: boolean;
  30767. /**
  30768. * Enables contributions to the sliding window sample set
  30769. */
  30770. enable(): void;
  30771. /**
  30772. * Disables contributions to the sliding window sample set
  30773. * Samples will not be interpolated over the disabled period
  30774. */
  30775. disable(): void;
  30776. /**
  30777. * Returns true if sampling is enabled
  30778. */
  30779. readonly isEnabled: boolean;
  30780. /**
  30781. * Resets performance monitor
  30782. */
  30783. reset(): void;
  30784. }
  30785. /**
  30786. * RollingAverage
  30787. *
  30788. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  30789. */
  30790. export class RollingAverage {
  30791. /**
  30792. * Current average
  30793. */
  30794. average: number;
  30795. /**
  30796. * Current variance
  30797. */
  30798. variance: number;
  30799. protected _samples: Array<number>;
  30800. protected _sampleCount: number;
  30801. protected _pos: number;
  30802. protected _m2: number;
  30803. /**
  30804. * constructor
  30805. * @param length The number of samples required to saturate the sliding window
  30806. */
  30807. constructor(length: number);
  30808. /**
  30809. * Adds a sample to the sample set
  30810. * @param v The sample value
  30811. */
  30812. add(v: number): void;
  30813. /**
  30814. * Returns previously added values or null if outside of history or outside the sliding window domain
  30815. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  30816. * @return Value previously recorded with add() or null if outside of range
  30817. */
  30818. history(i: number): number;
  30819. /**
  30820. * Returns true if enough samples have been taken to completely fill the sliding window
  30821. * @return true if sample-set saturated
  30822. */
  30823. isSaturated(): boolean;
  30824. /**
  30825. * Resets the rolling average (equivalent to 0 samples taken so far)
  30826. */
  30827. reset(): void;
  30828. /**
  30829. * Wraps a value around the sample range boundaries
  30830. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  30831. * @return Wrapped position in sample range
  30832. */
  30833. protected _wrapPosition(i: number): number;
  30834. }
  30835. }
  30836. declare module BABYLON {
  30837. /**
  30838. * This class is used to track a performance counter which is number based.
  30839. * The user has access to many properties which give statistics of different nature.
  30840. *
  30841. * The implementer can track two kinds of Performance Counter: time and count.
  30842. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30843. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30844. */
  30845. export class PerfCounter {
  30846. /**
  30847. * Gets or sets a global boolean to turn on and off all the counters
  30848. */
  30849. static Enabled: boolean;
  30850. /**
  30851. * Returns the smallest value ever
  30852. */
  30853. readonly min: number;
  30854. /**
  30855. * Returns the biggest value ever
  30856. */
  30857. readonly max: number;
  30858. /**
  30859. * Returns the average value since the performance counter is running
  30860. */
  30861. readonly average: number;
  30862. /**
  30863. * Returns the average value of the last second the counter was monitored
  30864. */
  30865. readonly lastSecAverage: number;
  30866. /**
  30867. * Returns the current value
  30868. */
  30869. readonly current: number;
  30870. /**
  30871. * Gets the accumulated total
  30872. */
  30873. readonly total: number;
  30874. /**
  30875. * Gets the total value count
  30876. */
  30877. readonly count: number;
  30878. /**
  30879. * Creates a new counter
  30880. */
  30881. constructor();
  30882. /**
  30883. * Call this method to start monitoring a new frame.
  30884. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30885. */
  30886. fetchNewFrame(): void;
  30887. /**
  30888. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30889. * @param newCount the count value to add to the monitored count
  30890. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30891. */
  30892. addCount(newCount: number, fetchResult: boolean): void;
  30893. /**
  30894. * Start monitoring this performance counter
  30895. */
  30896. beginMonitoring(): void;
  30897. /**
  30898. * Compute the time lapsed since the previous beginMonitoring() call.
  30899. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30900. */
  30901. endMonitoring(newFrame?: boolean): void;
  30902. private _fetchResult;
  30903. private _startMonitoringTime;
  30904. private _min;
  30905. private _max;
  30906. private _average;
  30907. private _current;
  30908. private _totalValueCount;
  30909. private _totalAccumulated;
  30910. private _lastSecAverage;
  30911. private _lastSecAccumulated;
  30912. private _lastSecTime;
  30913. private _lastSecValueCount;
  30914. }
  30915. }
  30916. declare module BABYLON {
  30917. /**
  30918. * Defines the interface used by display changed events
  30919. */
  30920. export interface IDisplayChangedEventArgs {
  30921. /** Gets the vrDisplay object (if any) */
  30922. vrDisplay: Nullable<any>;
  30923. /** Gets a boolean indicating if webVR is supported */
  30924. vrSupported: boolean;
  30925. }
  30926. /**
  30927. * Defines the interface used by objects containing a viewport (like a camera)
  30928. */
  30929. interface IViewportOwnerLike {
  30930. /**
  30931. * Gets or sets the viewport
  30932. */
  30933. viewport: IViewportLike;
  30934. }
  30935. /**
  30936. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30937. */
  30938. export class Engine extends ThinEngine {
  30939. /** Defines that alpha blending is disabled */
  30940. static readonly ALPHA_DISABLE: number;
  30941. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30942. static readonly ALPHA_ADD: number;
  30943. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30944. static readonly ALPHA_COMBINE: number;
  30945. /** Defines that alpha blending to DEST - SRC * DEST */
  30946. static readonly ALPHA_SUBTRACT: number;
  30947. /** Defines that alpha blending to SRC * DEST */
  30948. static readonly ALPHA_MULTIPLY: number;
  30949. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30950. static readonly ALPHA_MAXIMIZED: number;
  30951. /** Defines that alpha blending to SRC + DEST */
  30952. static readonly ALPHA_ONEONE: number;
  30953. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30954. static readonly ALPHA_PREMULTIPLIED: number;
  30955. /**
  30956. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30957. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30958. */
  30959. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30960. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30961. static readonly ALPHA_INTERPOLATE: number;
  30962. /**
  30963. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30964. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30965. */
  30966. static readonly ALPHA_SCREENMODE: number;
  30967. /** Defines that the ressource is not delayed*/
  30968. static readonly DELAYLOADSTATE_NONE: number;
  30969. /** Defines that the ressource was successfully delay loaded */
  30970. static readonly DELAYLOADSTATE_LOADED: number;
  30971. /** Defines that the ressource is currently delay loading */
  30972. static readonly DELAYLOADSTATE_LOADING: number;
  30973. /** Defines that the ressource is delayed and has not started loading */
  30974. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30975. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30976. static readonly NEVER: number;
  30977. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30978. static readonly ALWAYS: number;
  30979. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30980. static readonly LESS: number;
  30981. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30982. static readonly EQUAL: number;
  30983. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30984. static readonly LEQUAL: number;
  30985. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30986. static readonly GREATER: number;
  30987. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30988. static readonly GEQUAL: number;
  30989. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30990. static readonly NOTEQUAL: number;
  30991. /** Passed to stencilOperation to specify that stencil value must be kept */
  30992. static readonly KEEP: number;
  30993. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30994. static readonly REPLACE: number;
  30995. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30996. static readonly INCR: number;
  30997. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30998. static readonly DECR: number;
  30999. /** Passed to stencilOperation to specify that stencil value must be inverted */
  31000. static readonly INVERT: number;
  31001. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  31002. static readonly INCR_WRAP: number;
  31003. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  31004. static readonly DECR_WRAP: number;
  31005. /** Texture is not repeating outside of 0..1 UVs */
  31006. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  31007. /** Texture is repeating outside of 0..1 UVs */
  31008. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  31009. /** Texture is repeating and mirrored */
  31010. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  31011. /** ALPHA */
  31012. static readonly TEXTUREFORMAT_ALPHA: number;
  31013. /** LUMINANCE */
  31014. static readonly TEXTUREFORMAT_LUMINANCE: number;
  31015. /** LUMINANCE_ALPHA */
  31016. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  31017. /** RGB */
  31018. static readonly TEXTUREFORMAT_RGB: number;
  31019. /** RGBA */
  31020. static readonly TEXTUREFORMAT_RGBA: number;
  31021. /** RED */
  31022. static readonly TEXTUREFORMAT_RED: number;
  31023. /** RED (2nd reference) */
  31024. static readonly TEXTUREFORMAT_R: number;
  31025. /** RG */
  31026. static readonly TEXTUREFORMAT_RG: number;
  31027. /** RED_INTEGER */
  31028. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  31029. /** RED_INTEGER (2nd reference) */
  31030. static readonly TEXTUREFORMAT_R_INTEGER: number;
  31031. /** RG_INTEGER */
  31032. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  31033. /** RGB_INTEGER */
  31034. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  31035. /** RGBA_INTEGER */
  31036. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  31037. /** UNSIGNED_BYTE */
  31038. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  31039. /** UNSIGNED_BYTE (2nd reference) */
  31040. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  31041. /** FLOAT */
  31042. static readonly TEXTURETYPE_FLOAT: number;
  31043. /** HALF_FLOAT */
  31044. static readonly TEXTURETYPE_HALF_FLOAT: number;
  31045. /** BYTE */
  31046. static readonly TEXTURETYPE_BYTE: number;
  31047. /** SHORT */
  31048. static readonly TEXTURETYPE_SHORT: number;
  31049. /** UNSIGNED_SHORT */
  31050. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  31051. /** INT */
  31052. static readonly TEXTURETYPE_INT: number;
  31053. /** UNSIGNED_INT */
  31054. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  31055. /** UNSIGNED_SHORT_4_4_4_4 */
  31056. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  31057. /** UNSIGNED_SHORT_5_5_5_1 */
  31058. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  31059. /** UNSIGNED_SHORT_5_6_5 */
  31060. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  31061. /** UNSIGNED_INT_2_10_10_10_REV */
  31062. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  31063. /** UNSIGNED_INT_24_8 */
  31064. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  31065. /** UNSIGNED_INT_10F_11F_11F_REV */
  31066. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  31067. /** UNSIGNED_INT_5_9_9_9_REV */
  31068. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  31069. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  31070. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  31071. /** nearest is mag = nearest and min = nearest and mip = linear */
  31072. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  31073. /** Bilinear is mag = linear and min = linear and mip = nearest */
  31074. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  31075. /** Trilinear is mag = linear and min = linear and mip = linear */
  31076. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  31077. /** nearest is mag = nearest and min = nearest and mip = linear */
  31078. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  31079. /** Bilinear is mag = linear and min = linear and mip = nearest */
  31080. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  31081. /** Trilinear is mag = linear and min = linear and mip = linear */
  31082. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  31083. /** mag = nearest and min = nearest and mip = nearest */
  31084. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  31085. /** mag = nearest and min = linear and mip = nearest */
  31086. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  31087. /** mag = nearest and min = linear and mip = linear */
  31088. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  31089. /** mag = nearest and min = linear and mip = none */
  31090. static readonly TEXTURE_NEAREST_LINEAR: number;
  31091. /** mag = nearest and min = nearest and mip = none */
  31092. static readonly TEXTURE_NEAREST_NEAREST: number;
  31093. /** mag = linear and min = nearest and mip = nearest */
  31094. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  31095. /** mag = linear and min = nearest and mip = linear */
  31096. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  31097. /** mag = linear and min = linear and mip = none */
  31098. static readonly TEXTURE_LINEAR_LINEAR: number;
  31099. /** mag = linear and min = nearest and mip = none */
  31100. static readonly TEXTURE_LINEAR_NEAREST: number;
  31101. /** Explicit coordinates mode */
  31102. static readonly TEXTURE_EXPLICIT_MODE: number;
  31103. /** Spherical coordinates mode */
  31104. static readonly TEXTURE_SPHERICAL_MODE: number;
  31105. /** Planar coordinates mode */
  31106. static readonly TEXTURE_PLANAR_MODE: number;
  31107. /** Cubic coordinates mode */
  31108. static readonly TEXTURE_CUBIC_MODE: number;
  31109. /** Projection coordinates mode */
  31110. static readonly TEXTURE_PROJECTION_MODE: number;
  31111. /** Skybox coordinates mode */
  31112. static readonly TEXTURE_SKYBOX_MODE: number;
  31113. /** Inverse Cubic coordinates mode */
  31114. static readonly TEXTURE_INVCUBIC_MODE: number;
  31115. /** Equirectangular coordinates mode */
  31116. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  31117. /** Equirectangular Fixed coordinates mode */
  31118. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  31119. /** Equirectangular Fixed Mirrored coordinates mode */
  31120. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  31121. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  31122. static readonly SCALEMODE_FLOOR: number;
  31123. /** Defines that texture rescaling will look for the nearest power of 2 size */
  31124. static readonly SCALEMODE_NEAREST: number;
  31125. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  31126. static readonly SCALEMODE_CEILING: number;
  31127. /**
  31128. * Returns the current npm package of the sdk
  31129. */
  31130. static readonly NpmPackage: string;
  31131. /**
  31132. * Returns the current version of the framework
  31133. */
  31134. static readonly Version: string;
  31135. /** Gets the list of created engines */
  31136. static readonly Instances: Engine[];
  31137. /**
  31138. * Gets the latest created engine
  31139. */
  31140. static readonly LastCreatedEngine: Nullable<Engine>;
  31141. /**
  31142. * Gets the latest created scene
  31143. */
  31144. static readonly LastCreatedScene: Nullable<Scene>;
  31145. /**
  31146. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  31147. * @param flag defines which part of the materials must be marked as dirty
  31148. * @param predicate defines a predicate used to filter which materials should be affected
  31149. */
  31150. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  31151. /**
  31152. * Method called to create the default loading screen.
  31153. * This can be overriden in your own app.
  31154. * @param canvas The rendering canvas element
  31155. * @returns The loading screen
  31156. */
  31157. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  31158. /**
  31159. * Method called to create the default rescale post process on each engine.
  31160. */
  31161. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  31162. /**
  31163. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  31164. **/
  31165. enableOfflineSupport: boolean;
  31166. /**
  31167. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  31168. **/
  31169. disableManifestCheck: boolean;
  31170. /**
  31171. * Gets the list of created scenes
  31172. */
  31173. scenes: Scene[];
  31174. /**
  31175. * Event raised when a new scene is created
  31176. */
  31177. onNewSceneAddedObservable: Observable<Scene>;
  31178. /**
  31179. * Gets the list of created postprocesses
  31180. */
  31181. postProcesses: PostProcess[];
  31182. /**
  31183. * Gets a boolean indicating if the pointer is currently locked
  31184. */
  31185. isPointerLock: boolean;
  31186. /**
  31187. * Observable event triggered each time the rendering canvas is resized
  31188. */
  31189. onResizeObservable: Observable<Engine>;
  31190. /**
  31191. * Observable event triggered each time the canvas loses focus
  31192. */
  31193. onCanvasBlurObservable: Observable<Engine>;
  31194. /**
  31195. * Observable event triggered each time the canvas gains focus
  31196. */
  31197. onCanvasFocusObservable: Observable<Engine>;
  31198. /**
  31199. * Observable event triggered each time the canvas receives pointerout event
  31200. */
  31201. onCanvasPointerOutObservable: Observable<PointerEvent>;
  31202. /**
  31203. * Observable raised when the engine begins a new frame
  31204. */
  31205. onBeginFrameObservable: Observable<Engine>;
  31206. /**
  31207. * If set, will be used to request the next animation frame for the render loop
  31208. */
  31209. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  31210. /**
  31211. * Observable raised when the engine ends the current frame
  31212. */
  31213. onEndFrameObservable: Observable<Engine>;
  31214. /**
  31215. * Observable raised when the engine is about to compile a shader
  31216. */
  31217. onBeforeShaderCompilationObservable: Observable<Engine>;
  31218. /**
  31219. * Observable raised when the engine has jsut compiled a shader
  31220. */
  31221. onAfterShaderCompilationObservable: Observable<Engine>;
  31222. /**
  31223. * Gets the audio engine
  31224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31225. * @ignorenaming
  31226. */
  31227. static audioEngine: IAudioEngine;
  31228. /**
  31229. * Default AudioEngine factory responsible of creating the Audio Engine.
  31230. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31231. */
  31232. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31233. /**
  31234. * Default offline support factory responsible of creating a tool used to store data locally.
  31235. * By default, this will create a Database object if the workload has been embedded.
  31236. */
  31237. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31238. private _loadingScreen;
  31239. private _pointerLockRequested;
  31240. private _dummyFramebuffer;
  31241. private _rescalePostProcess;
  31242. /** @hidden */
  31243. protected _alphaMode: number;
  31244. /** @hidden */
  31245. protected _alphaEquation: number;
  31246. private _deterministicLockstep;
  31247. private _lockstepMaxSteps;
  31248. protected readonly _supportsHardwareTextureRescaling: boolean;
  31249. private _fps;
  31250. private _deltaTime;
  31251. /** @hidden */
  31252. _drawCalls: PerfCounter;
  31253. /**
  31254. * Turn this value on if you want to pause FPS computation when in background
  31255. */
  31256. disablePerformanceMonitorInBackground: boolean;
  31257. private _performanceMonitor;
  31258. /**
  31259. * Gets the performance monitor attached to this engine
  31260. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31261. */
  31262. readonly performanceMonitor: PerformanceMonitor;
  31263. private _onFocus;
  31264. private _onBlur;
  31265. private _onCanvasPointerOut;
  31266. private _onCanvasBlur;
  31267. private _onCanvasFocus;
  31268. private _onFullscreenChange;
  31269. private _onPointerLockChange;
  31270. /**
  31271. * Creates a new engine
  31272. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31273. * @param antialias defines enable antialiasing (default: false)
  31274. * @param options defines further options to be sent to the getContext() function
  31275. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31276. */
  31277. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31278. /**
  31279. * Gets current aspect ratio
  31280. * @param viewportOwner defines the camera to use to get the aspect ratio
  31281. * @param useScreen defines if screen size must be used (or the current render target if any)
  31282. * @returns a number defining the aspect ratio
  31283. */
  31284. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31285. /**
  31286. * Gets current screen aspect ratio
  31287. * @returns a number defining the aspect ratio
  31288. */
  31289. getScreenAspectRatio(): number;
  31290. /**
  31291. * Gets host document
  31292. * @returns the host document object
  31293. */
  31294. getHostDocument(): Document;
  31295. /**
  31296. * Gets the client rect of the HTML canvas attached with the current webGL context
  31297. * @returns a client rectanglee
  31298. */
  31299. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31300. /**
  31301. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31302. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31303. * @returns true if engine is in deterministic lock step mode
  31304. */
  31305. isDeterministicLockStep(): boolean;
  31306. /**
  31307. * Gets the max steps when engine is running in deterministic lock step
  31308. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31309. * @returns the max steps
  31310. */
  31311. getLockstepMaxSteps(): number;
  31312. /**
  31313. * Force the mipmap generation for the given render target texture
  31314. * @param texture defines the render target texture to use
  31315. */
  31316. generateMipMapsForCubemap(texture: InternalTexture): void;
  31317. /** States */
  31318. /**
  31319. * Set various states to the webGL context
  31320. * @param culling defines backface culling state
  31321. * @param zOffset defines the value to apply to zOffset (0 by default)
  31322. * @param force defines if states must be applied even if cache is up to date
  31323. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31324. */
  31325. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31326. /**
  31327. * Set the z offset to apply to current rendering
  31328. * @param value defines the offset to apply
  31329. */
  31330. setZOffset(value: number): void;
  31331. /**
  31332. * Gets the current value of the zOffset
  31333. * @returns the current zOffset state
  31334. */
  31335. getZOffset(): number;
  31336. /**
  31337. * Enable or disable depth buffering
  31338. * @param enable defines the state to set
  31339. */
  31340. setDepthBuffer(enable: boolean): void;
  31341. /**
  31342. * Gets a boolean indicating if depth writing is enabled
  31343. * @returns the current depth writing state
  31344. */
  31345. getDepthWrite(): boolean;
  31346. /**
  31347. * Enable or disable depth writing
  31348. * @param enable defines the state to set
  31349. */
  31350. setDepthWrite(enable: boolean): void;
  31351. /**
  31352. * Enable or disable color writing
  31353. * @param enable defines the state to set
  31354. */
  31355. setColorWrite(enable: boolean): void;
  31356. /**
  31357. * Gets a boolean indicating if color writing is enabled
  31358. * @returns the current color writing state
  31359. */
  31360. getColorWrite(): boolean;
  31361. /**
  31362. * Sets alpha constants used by some alpha blending modes
  31363. * @param r defines the red component
  31364. * @param g defines the green component
  31365. * @param b defines the blue component
  31366. * @param a defines the alpha component
  31367. */
  31368. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31369. /**
  31370. * Sets the current alpha mode
  31371. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31372. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31373. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31374. */
  31375. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31376. /**
  31377. * Gets the current alpha mode
  31378. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31379. * @returns the current alpha mode
  31380. */
  31381. getAlphaMode(): number;
  31382. /**
  31383. * Sets the current alpha equation
  31384. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  31385. */
  31386. setAlphaEquation(equation: number): void;
  31387. /**
  31388. * Gets the current alpha equation.
  31389. * @returns the current alpha equation
  31390. */
  31391. getAlphaEquation(): number;
  31392. /**
  31393. * Gets a boolean indicating if stencil buffer is enabled
  31394. * @returns the current stencil buffer state
  31395. */
  31396. getStencilBuffer(): boolean;
  31397. /**
  31398. * Enable or disable the stencil buffer
  31399. * @param enable defines if the stencil buffer must be enabled or disabled
  31400. */
  31401. setStencilBuffer(enable: boolean): void;
  31402. /**
  31403. * Gets the current stencil mask
  31404. * @returns a number defining the new stencil mask to use
  31405. */
  31406. getStencilMask(): number;
  31407. /**
  31408. * Sets the current stencil mask
  31409. * @param mask defines the new stencil mask to use
  31410. */
  31411. setStencilMask(mask: number): void;
  31412. /**
  31413. * Gets the current stencil function
  31414. * @returns a number defining the stencil function to use
  31415. */
  31416. getStencilFunction(): number;
  31417. /**
  31418. * Gets the current stencil reference value
  31419. * @returns a number defining the stencil reference value to use
  31420. */
  31421. getStencilFunctionReference(): number;
  31422. /**
  31423. * Gets the current stencil mask
  31424. * @returns a number defining the stencil mask to use
  31425. */
  31426. getStencilFunctionMask(): number;
  31427. /**
  31428. * Sets the current stencil function
  31429. * @param stencilFunc defines the new stencil function to use
  31430. */
  31431. setStencilFunction(stencilFunc: number): void;
  31432. /**
  31433. * Sets the current stencil reference
  31434. * @param reference defines the new stencil reference to use
  31435. */
  31436. setStencilFunctionReference(reference: number): void;
  31437. /**
  31438. * Sets the current stencil mask
  31439. * @param mask defines the new stencil mask to use
  31440. */
  31441. setStencilFunctionMask(mask: number): void;
  31442. /**
  31443. * Gets the current stencil operation when stencil fails
  31444. * @returns a number defining stencil operation to use when stencil fails
  31445. */
  31446. getStencilOperationFail(): number;
  31447. /**
  31448. * Gets the current stencil operation when depth fails
  31449. * @returns a number defining stencil operation to use when depth fails
  31450. */
  31451. getStencilOperationDepthFail(): number;
  31452. /**
  31453. * Gets the current stencil operation when stencil passes
  31454. * @returns a number defining stencil operation to use when stencil passes
  31455. */
  31456. getStencilOperationPass(): number;
  31457. /**
  31458. * Sets the stencil operation to use when stencil fails
  31459. * @param operation defines the stencil operation to use when stencil fails
  31460. */
  31461. setStencilOperationFail(operation: number): void;
  31462. /**
  31463. * Sets the stencil operation to use when depth fails
  31464. * @param operation defines the stencil operation to use when depth fails
  31465. */
  31466. setStencilOperationDepthFail(operation: number): void;
  31467. /**
  31468. * Sets the stencil operation to use when stencil passes
  31469. * @param operation defines the stencil operation to use when stencil passes
  31470. */
  31471. setStencilOperationPass(operation: number): void;
  31472. /**
  31473. * Sets a boolean indicating if the dithering state is enabled or disabled
  31474. * @param value defines the dithering state
  31475. */
  31476. setDitheringState(value: boolean): void;
  31477. /**
  31478. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31479. * @param value defines the rasterizer state
  31480. */
  31481. setRasterizerState(value: boolean): void;
  31482. /**
  31483. * Gets the current depth function
  31484. * @returns a number defining the depth function
  31485. */
  31486. getDepthFunction(): Nullable<number>;
  31487. /**
  31488. * Sets the current depth function
  31489. * @param depthFunc defines the function to use
  31490. */
  31491. setDepthFunction(depthFunc: number): void;
  31492. /**
  31493. * Sets the current depth function to GREATER
  31494. */
  31495. setDepthFunctionToGreater(): void;
  31496. /**
  31497. * Sets the current depth function to GEQUAL
  31498. */
  31499. setDepthFunctionToGreaterOrEqual(): void;
  31500. /**
  31501. * Sets the current depth function to LESS
  31502. */
  31503. setDepthFunctionToLess(): void;
  31504. /**
  31505. * Sets the current depth function to LEQUAL
  31506. */
  31507. setDepthFunctionToLessOrEqual(): void;
  31508. private _cachedStencilBuffer;
  31509. private _cachedStencilFunction;
  31510. private _cachedStencilMask;
  31511. private _cachedStencilOperationPass;
  31512. private _cachedStencilOperationFail;
  31513. private _cachedStencilOperationDepthFail;
  31514. private _cachedStencilReference;
  31515. /**
  31516. * Caches the the state of the stencil buffer
  31517. */
  31518. cacheStencilState(): void;
  31519. /**
  31520. * Restores the state of the stencil buffer
  31521. */
  31522. restoreStencilState(): void;
  31523. /**
  31524. * Directly set the WebGL Viewport
  31525. * @param x defines the x coordinate of the viewport (in screen space)
  31526. * @param y defines the y coordinate of the viewport (in screen space)
  31527. * @param width defines the width of the viewport (in screen space)
  31528. * @param height defines the height of the viewport (in screen space)
  31529. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31530. */
  31531. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31532. /**
  31533. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31534. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31535. * @param y defines the y-coordinate of the corner of the clear rectangle
  31536. * @param width defines the width of the clear rectangle
  31537. * @param height defines the height of the clear rectangle
  31538. * @param clearColor defines the clear color
  31539. */
  31540. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31541. /**
  31542. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31543. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31544. * @param y defines the y-coordinate of the corner of the clear rectangle
  31545. * @param width defines the width of the clear rectangle
  31546. * @param height defines the height of the clear rectangle
  31547. */
  31548. enableScissor(x: number, y: number, width: number, height: number): void;
  31549. /**
  31550. * Disable previously set scissor test rectangle
  31551. */
  31552. disableScissor(): void;
  31553. protected _reportDrawCall(): void;
  31554. /**
  31555. * Initializes a webVR display and starts listening to display change events
  31556. * The onVRDisplayChangedObservable will be notified upon these changes
  31557. * @returns The onVRDisplayChangedObservable
  31558. */
  31559. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31560. /** @hidden */
  31561. _prepareVRComponent(): void;
  31562. /** @hidden */
  31563. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  31564. /** @hidden */
  31565. _submitVRFrame(): void;
  31566. /**
  31567. * Call this function to leave webVR mode
  31568. * Will do nothing if webVR is not supported or if there is no webVR device
  31569. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31570. */
  31571. disableVR(): void;
  31572. /**
  31573. * Gets a boolean indicating that the system is in VR mode and is presenting
  31574. * @returns true if VR mode is engaged
  31575. */
  31576. isVRPresenting(): boolean;
  31577. /** @hidden */
  31578. _requestVRFrame(): void;
  31579. /** @hidden */
  31580. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  31581. /**
  31582. * Gets the source code of the vertex shader associated with a specific webGL program
  31583. * @param program defines the program to use
  31584. * @returns a string containing the source code of the vertex shader associated with the program
  31585. */
  31586. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  31587. /**
  31588. * Gets the source code of the fragment shader associated with a specific webGL program
  31589. * @param program defines the program to use
  31590. * @returns a string containing the source code of the fragment shader associated with the program
  31591. */
  31592. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  31593. /**
  31594. * Reads pixels from the current frame buffer. Please note that this function can be slow
  31595. * @param x defines the x coordinate of the rectangle where pixels must be read
  31596. * @param y defines the y coordinate of the rectangle where pixels must be read
  31597. * @param width defines the width of the rectangle where pixels must be read
  31598. * @param height defines the height of the rectangle where pixels must be read
  31599. * @returns a Uint8Array containing RGBA colors
  31600. */
  31601. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  31602. /**
  31603. * Sets a depth stencil texture from a render target to the according uniform.
  31604. * @param channel The texture channel
  31605. * @param uniform The uniform to set
  31606. * @param texture The render target texture containing the depth stencil texture to apply
  31607. */
  31608. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  31609. /**
  31610. * Sets a texture to the webGL context from a postprocess
  31611. * @param channel defines the channel to use
  31612. * @param postProcess defines the source postprocess
  31613. */
  31614. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  31615. /**
  31616. * Binds the output of the passed in post process to the texture channel specified
  31617. * @param channel The channel the texture should be bound to
  31618. * @param postProcess The post process which's output should be bound
  31619. */
  31620. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  31621. /** @hidden */
  31622. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  31623. protected _rebuildBuffers(): void;
  31624. _renderLoop(): void;
  31625. /**
  31626. * Toggle full screen mode
  31627. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31628. */
  31629. switchFullscreen(requestPointerLock: boolean): void;
  31630. /**
  31631. * Enters full screen mode
  31632. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31633. */
  31634. enterFullscreen(requestPointerLock: boolean): void;
  31635. /**
  31636. * Exits full screen mode
  31637. */
  31638. exitFullscreen(): void;
  31639. /**
  31640. * Enters Pointerlock mode
  31641. */
  31642. enterPointerlock(): void;
  31643. /**
  31644. * Exits Pointerlock mode
  31645. */
  31646. exitPointerlock(): void;
  31647. /**
  31648. * Begin a new frame
  31649. */
  31650. beginFrame(): void;
  31651. /**
  31652. * Enf the current frame
  31653. */
  31654. endFrame(): void;
  31655. resize(): void;
  31656. /**
  31657. * Set the compressed texture format to use, based on the formats you have, and the formats
  31658. * supported by the hardware / browser.
  31659. *
  31660. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31661. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31662. * to API arguments needed to compressed textures. This puts the burden on the container
  31663. * generator to house the arcane code for determining these for current & future formats.
  31664. *
  31665. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31666. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31667. *
  31668. * Note: The result of this call is not taken into account when a texture is base64.
  31669. *
  31670. * @param formatsAvailable defines the list of those format families you have created
  31671. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31672. *
  31673. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31674. * @returns The extension selected.
  31675. */
  31676. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31677. /**
  31678. * Force a specific size of the canvas
  31679. * @param width defines the new canvas' width
  31680. * @param height defines the new canvas' height
  31681. */
  31682. setSize(width: number, height: number): void;
  31683. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31684. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31685. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31686. _releaseTexture(texture: InternalTexture): void;
  31687. /**
  31688. * @hidden
  31689. * Rescales a texture
  31690. * @param source input texutre
  31691. * @param destination destination texture
  31692. * @param scene scene to use to render the resize
  31693. * @param internalFormat format to use when resizing
  31694. * @param onComplete callback to be called when resize has completed
  31695. */
  31696. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31697. /**
  31698. * Gets the current framerate
  31699. * @returns a number representing the framerate
  31700. */
  31701. getFps(): number;
  31702. /**
  31703. * Gets the time spent between current and previous frame
  31704. * @returns a number representing the delta time in ms
  31705. */
  31706. getDeltaTime(): number;
  31707. private _measureFps;
  31708. /**
  31709. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  31710. * @param renderTarget The render target to set the frame buffer for
  31711. */
  31712. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  31713. /**
  31714. * Update a dynamic index buffer
  31715. * @param indexBuffer defines the target index buffer
  31716. * @param indices defines the data to update
  31717. * @param offset defines the offset in the target index buffer where update should start
  31718. */
  31719. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31720. /**
  31721. * Updates the sample count of a render target texture
  31722. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  31723. * @param texture defines the texture to update
  31724. * @param samples defines the sample count to set
  31725. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  31726. */
  31727. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  31728. /** @hidden */
  31729. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  31730. dispose(): void;
  31731. private _disableTouchAction;
  31732. /**
  31733. * Display the loading screen
  31734. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31735. */
  31736. displayLoadingUI(): void;
  31737. /**
  31738. * Hide the loading screen
  31739. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31740. */
  31741. hideLoadingUI(): void;
  31742. /**
  31743. * Gets the current loading screen object
  31744. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31745. */
  31746. /**
  31747. * Sets the current loading screen object
  31748. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31749. */
  31750. loadingScreen: ILoadingScreen;
  31751. /**
  31752. * Sets the current loading screen text
  31753. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31754. */
  31755. loadingUIText: string;
  31756. /**
  31757. * Sets the current loading screen background color
  31758. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31759. */
  31760. loadingUIBackgroundColor: string;
  31761. /** Pointerlock and fullscreen */
  31762. /**
  31763. * Ask the browser to promote the current element to pointerlock mode
  31764. * @param element defines the DOM element to promote
  31765. */
  31766. static _RequestPointerlock(element: HTMLElement): void;
  31767. /**
  31768. * Asks the browser to exit pointerlock mode
  31769. */
  31770. static _ExitPointerlock(): void;
  31771. /**
  31772. * Ask the browser to promote the current element to fullscreen rendering mode
  31773. * @param element defines the DOM element to promote
  31774. */
  31775. static _RequestFullscreen(element: HTMLElement): void;
  31776. /**
  31777. * Asks the browser to exit fullscreen mode
  31778. */
  31779. static _ExitFullscreen(): void;
  31780. }
  31781. }
  31782. declare module BABYLON {
  31783. /**
  31784. * The engine store class is responsible to hold all the instances of Engine and Scene created
  31785. * during the life time of the application.
  31786. */
  31787. export class EngineStore {
  31788. /** Gets the list of created engines */
  31789. static Instances: Engine[];
  31790. /** @hidden */
  31791. static _LastCreatedScene: Nullable<Scene>;
  31792. /**
  31793. * Gets the latest created engine
  31794. */
  31795. static readonly LastCreatedEngine: Nullable<Engine>;
  31796. /**
  31797. * Gets the latest created scene
  31798. */
  31799. static readonly LastCreatedScene: Nullable<Scene>;
  31800. /**
  31801. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  31802. * @ignorenaming
  31803. */
  31804. static UseFallbackTexture: boolean;
  31805. /**
  31806. * Texture content used if a texture cannot loaded
  31807. * @ignorenaming
  31808. */
  31809. static FallbackTexture: string;
  31810. }
  31811. }
  31812. declare module BABYLON {
  31813. /**
  31814. * Helper class that provides a small promise polyfill
  31815. */
  31816. export class PromisePolyfill {
  31817. /**
  31818. * Static function used to check if the polyfill is required
  31819. * If this is the case then the function will inject the polyfill to window.Promise
  31820. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  31821. */
  31822. static Apply(force?: boolean): void;
  31823. }
  31824. }
  31825. declare module BABYLON {
  31826. /**
  31827. * Interface for screenshot methods with describe argument called `size` as object with options
  31828. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  31829. */
  31830. export interface IScreenshotSize {
  31831. /**
  31832. * number in pixels for canvas height
  31833. */
  31834. height?: number;
  31835. /**
  31836. * multiplier allowing render at a higher or lower resolution
  31837. * If value is defined then height and width will be ignored and taken from camera
  31838. */
  31839. precision?: number;
  31840. /**
  31841. * number in pixels for canvas width
  31842. */
  31843. width?: number;
  31844. }
  31845. }
  31846. declare module BABYLON {
  31847. interface IColor4Like {
  31848. r: float;
  31849. g: float;
  31850. b: float;
  31851. a: float;
  31852. }
  31853. /**
  31854. * Class containing a set of static utilities functions
  31855. */
  31856. export class Tools {
  31857. /**
  31858. * Gets or sets the base URL to use to load assets
  31859. */
  31860. static BaseUrl: string;
  31861. /**
  31862. * Enable/Disable Custom HTTP Request Headers globally.
  31863. * default = false
  31864. * @see CustomRequestHeaders
  31865. */
  31866. static UseCustomRequestHeaders: boolean;
  31867. /**
  31868. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  31869. * i.e. when loading files, where the server/service expects an Authorization header
  31870. */
  31871. static CustomRequestHeaders: {
  31872. [key: string]: string;
  31873. };
  31874. /**
  31875. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  31876. */
  31877. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  31878. /**
  31879. * Default behaviour for cors in the application.
  31880. * It can be a string if the expected behavior is identical in the entire app.
  31881. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  31882. */
  31883. static CorsBehavior: string | ((url: string | string[]) => string);
  31884. /**
  31885. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  31886. * @ignorenaming
  31887. */
  31888. static UseFallbackTexture: boolean;
  31889. /**
  31890. * Use this object to register external classes like custom textures or material
  31891. * to allow the laoders to instantiate them
  31892. */
  31893. static RegisteredExternalClasses: {
  31894. [key: string]: Object;
  31895. };
  31896. /**
  31897. * Texture content used if a texture cannot loaded
  31898. * @ignorenaming
  31899. */
  31900. static fallbackTexture: string;
  31901. /**
  31902. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  31903. * @param u defines the coordinate on X axis
  31904. * @param v defines the coordinate on Y axis
  31905. * @param width defines the width of the source data
  31906. * @param height defines the height of the source data
  31907. * @param pixels defines the source byte array
  31908. * @param color defines the output color
  31909. */
  31910. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  31911. /**
  31912. * Interpolates between a and b via alpha
  31913. * @param a The lower value (returned when alpha = 0)
  31914. * @param b The upper value (returned when alpha = 1)
  31915. * @param alpha The interpolation-factor
  31916. * @return The mixed value
  31917. */
  31918. static Mix(a: number, b: number, alpha: number): number;
  31919. /**
  31920. * Tries to instantiate a new object from a given class name
  31921. * @param className defines the class name to instantiate
  31922. * @returns the new object or null if the system was not able to do the instantiation
  31923. */
  31924. static Instantiate(className: string): any;
  31925. /**
  31926. * Provides a slice function that will work even on IE
  31927. * @param data defines the array to slice
  31928. * @param start defines the start of the data (optional)
  31929. * @param end defines the end of the data (optional)
  31930. * @returns the new sliced array
  31931. */
  31932. static Slice<T>(data: T, start?: number, end?: number): T;
  31933. /**
  31934. * Polyfill for setImmediate
  31935. * @param action defines the action to execute after the current execution block
  31936. */
  31937. static SetImmediate(action: () => void): void;
  31938. /**
  31939. * Function indicating if a number is an exponent of 2
  31940. * @param value defines the value to test
  31941. * @returns true if the value is an exponent of 2
  31942. */
  31943. static IsExponentOfTwo(value: number): boolean;
  31944. private static _tmpFloatArray;
  31945. /**
  31946. * Returns the nearest 32-bit single precision float representation of a Number
  31947. * @param value A Number. If the parameter is of a different type, it will get converted
  31948. * to a number or to NaN if it cannot be converted
  31949. * @returns number
  31950. */
  31951. static FloatRound(value: number): number;
  31952. /**
  31953. * Extracts the filename from a path
  31954. * @param path defines the path to use
  31955. * @returns the filename
  31956. */
  31957. static GetFilename(path: string): string;
  31958. /**
  31959. * Extracts the "folder" part of a path (everything before the filename).
  31960. * @param uri The URI to extract the info from
  31961. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  31962. * @returns The "folder" part of the path
  31963. */
  31964. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  31965. /**
  31966. * Extracts text content from a DOM element hierarchy
  31967. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  31968. */
  31969. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  31970. /**
  31971. * Convert an angle in radians to degrees
  31972. * @param angle defines the angle to convert
  31973. * @returns the angle in degrees
  31974. */
  31975. static ToDegrees(angle: number): number;
  31976. /**
  31977. * Convert an angle in degrees to radians
  31978. * @param angle defines the angle to convert
  31979. * @returns the angle in radians
  31980. */
  31981. static ToRadians(angle: number): number;
  31982. /**
  31983. * Encode a buffer to a base64 string
  31984. * @param buffer defines the buffer to encode
  31985. * @returns the encoded string
  31986. */
  31987. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  31988. /**
  31989. * Returns an array if obj is not an array
  31990. * @param obj defines the object to evaluate as an array
  31991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  31992. * @returns either obj directly if obj is an array or a new array containing obj
  31993. */
  31994. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  31995. /**
  31996. * Gets the pointer prefix to use
  31997. * @returns "pointer" if touch is enabled. Else returns "mouse"
  31998. */
  31999. static GetPointerPrefix(): string;
  32000. /**
  32001. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32002. * @param url define the url we are trying
  32003. * @param element define the dom element where to configure the cors policy
  32004. */
  32005. static SetCorsBehavior(url: string | string[], element: {
  32006. crossOrigin: string | null;
  32007. }): void;
  32008. /**
  32009. * Removes unwanted characters from an url
  32010. * @param url defines the url to clean
  32011. * @returns the cleaned url
  32012. */
  32013. static CleanUrl(url: string): string;
  32014. /**
  32015. * Gets or sets a function used to pre-process url before using them to load assets
  32016. */
  32017. static PreprocessUrl: (url: string) => string;
  32018. /**
  32019. * Loads an image as an HTMLImageElement.
  32020. * @param input url string, ArrayBuffer, or Blob to load
  32021. * @param onLoad callback called when the image successfully loads
  32022. * @param onError callback called when the image fails to load
  32023. * @param offlineProvider offline provider for caching
  32024. * @param mimeType optional mime type
  32025. * @returns the HTMLImageElement of the loaded image
  32026. */
  32027. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): HTMLImageElement;
  32028. /**
  32029. * Loads a file
  32030. * @param url url string, ArrayBuffer, or Blob to load
  32031. * @param onSuccess callback called when the file successfully loads
  32032. * @param onProgress callback called while file is loading (if the server supports this mode)
  32033. * @param offlineProvider defines the offline provider for caching
  32034. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32035. * @param onError callback called when the file fails to load
  32036. * @returns a file request object
  32037. */
  32038. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32039. /**
  32040. * Loads a file from a url
  32041. * @param url the file url to load
  32042. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32043. */
  32044. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32045. /**
  32046. * Load a script (identified by an url). When the url returns, the
  32047. * content of this file is added into a new script element, attached to the DOM (body element)
  32048. * @param scriptUrl defines the url of the script to laod
  32049. * @param onSuccess defines the callback called when the script is loaded
  32050. * @param onError defines the callback to call if an error occurs
  32051. * @param scriptId defines the id of the script element
  32052. */
  32053. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32054. /**
  32055. * Load an asynchronous script (identified by an url). When the url returns, the
  32056. * content of this file is added into a new script element, attached to the DOM (body element)
  32057. * @param scriptUrl defines the url of the script to laod
  32058. * @param scriptId defines the id of the script element
  32059. * @returns a promise request object
  32060. */
  32061. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32062. /**
  32063. * Loads a file from a blob
  32064. * @param fileToLoad defines the blob to use
  32065. * @param callback defines the callback to call when data is loaded
  32066. * @param progressCallback defines the callback to call during loading process
  32067. * @returns a file request object
  32068. */
  32069. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32070. /**
  32071. * Loads a file
  32072. * @param fileToLoad defines the file to load
  32073. * @param callback defines the callback to call when data is loaded
  32074. * @param progressCallBack defines the callback to call during loading process
  32075. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32076. * @returns a file request object
  32077. */
  32078. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32079. /**
  32080. * Creates a data url from a given string content
  32081. * @param content defines the content to convert
  32082. * @returns the new data url link
  32083. */
  32084. static FileAsURL(content: string): string;
  32085. /**
  32086. * Format the given number to a specific decimal format
  32087. * @param value defines the number to format
  32088. * @param decimals defines the number of decimals to use
  32089. * @returns the formatted string
  32090. */
  32091. static Format(value: number, decimals?: number): string;
  32092. /**
  32093. * Tries to copy an object by duplicating every property
  32094. * @param source defines the source object
  32095. * @param destination defines the target object
  32096. * @param doNotCopyList defines a list of properties to avoid
  32097. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32098. */
  32099. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32100. /**
  32101. * Gets a boolean indicating if the given object has no own property
  32102. * @param obj defines the object to test
  32103. * @returns true if object has no own property
  32104. */
  32105. static IsEmpty(obj: any): boolean;
  32106. /**
  32107. * Function used to register events at window level
  32108. * @param windowElement defines the Window object to use
  32109. * @param events defines the events to register
  32110. */
  32111. static RegisterTopRootEvents(windowElement: Window, events: {
  32112. name: string;
  32113. handler: Nullable<(e: FocusEvent) => any>;
  32114. }[]): void;
  32115. /**
  32116. * Function used to unregister events from window level
  32117. * @param windowElement defines the Window object to use
  32118. * @param events defines the events to unregister
  32119. */
  32120. static UnregisterTopRootEvents(windowElement: Window, events: {
  32121. name: string;
  32122. handler: Nullable<(e: FocusEvent) => any>;
  32123. }[]): void;
  32124. /**
  32125. * @ignore
  32126. */
  32127. static _ScreenshotCanvas: HTMLCanvasElement;
  32128. /**
  32129. * Dumps the current bound framebuffer
  32130. * @param width defines the rendering width
  32131. * @param height defines the rendering height
  32132. * @param engine defines the hosting engine
  32133. * @param successCallback defines the callback triggered once the data are available
  32134. * @param mimeType defines the mime type of the result
  32135. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32136. */
  32137. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32138. /**
  32139. * Converts the canvas data to blob.
  32140. * This acts as a polyfill for browsers not supporting the to blob function.
  32141. * @param canvas Defines the canvas to extract the data from
  32142. * @param successCallback Defines the callback triggered once the data are available
  32143. * @param mimeType Defines the mime type of the result
  32144. */
  32145. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32146. /**
  32147. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32148. * @param successCallback defines the callback triggered once the data are available
  32149. * @param mimeType defines the mime type of the result
  32150. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32151. */
  32152. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32153. /**
  32154. * Downloads a blob in the browser
  32155. * @param blob defines the blob to download
  32156. * @param fileName defines the name of the downloaded file
  32157. */
  32158. static Download(blob: Blob, fileName: string): void;
  32159. /**
  32160. * Captures a screenshot of the current rendering
  32161. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32162. * @param engine defines the rendering engine
  32163. * @param camera defines the source camera
  32164. * @param size This parameter can be set to a single number or to an object with the
  32165. * following (optional) properties: precision, width, height. If a single number is passed,
  32166. * it will be used for both width and height. If an object is passed, the screenshot size
  32167. * will be derived from the parameters. The precision property is a multiplier allowing
  32168. * rendering at a higher or lower resolution
  32169. * @param successCallback defines the callback receives a single parameter which contains the
  32170. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32171. * src parameter of an <img> to display it
  32172. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32173. * Check your browser for supported MIME types
  32174. */
  32175. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32176. /**
  32177. * Captures a screenshot of the current rendering
  32178. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32179. * @param engine defines the rendering engine
  32180. * @param camera defines the source camera
  32181. * @param size This parameter can be set to a single number or to an object with the
  32182. * following (optional) properties: precision, width, height. If a single number is passed,
  32183. * it will be used for both width and height. If an object is passed, the screenshot size
  32184. * will be derived from the parameters. The precision property is a multiplier allowing
  32185. * rendering at a higher or lower resolution
  32186. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32187. * Check your browser for supported MIME types
  32188. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32189. * to the src parameter of an <img> to display it
  32190. */
  32191. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32192. /**
  32193. * Generates an image screenshot from the specified camera.
  32194. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32195. * @param engine The engine to use for rendering
  32196. * @param camera The camera to use for rendering
  32197. * @param size This parameter can be set to a single number or to an object with the
  32198. * following (optional) properties: precision, width, height. If a single number is passed,
  32199. * it will be used for both width and height. If an object is passed, the screenshot size
  32200. * will be derived from the parameters. The precision property is a multiplier allowing
  32201. * rendering at a higher or lower resolution
  32202. * @param successCallback The callback receives a single parameter which contains the
  32203. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32204. * src parameter of an <img> to display it
  32205. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32206. * Check your browser for supported MIME types
  32207. * @param samples Texture samples (default: 1)
  32208. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32209. * @param fileName A name for for the downloaded file.
  32210. */
  32211. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32212. /**
  32213. * Generates an image screenshot from the specified camera.
  32214. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32215. * @param engine The engine to use for rendering
  32216. * @param camera The camera to use for rendering
  32217. * @param size This parameter can be set to a single number or to an object with the
  32218. * following (optional) properties: precision, width, height. If a single number is passed,
  32219. * it will be used for both width and height. If an object is passed, the screenshot size
  32220. * will be derived from the parameters. The precision property is a multiplier allowing
  32221. * rendering at a higher or lower resolution
  32222. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32223. * Check your browser for supported MIME types
  32224. * @param samples Texture samples (default: 1)
  32225. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32226. * @param fileName A name for for the downloaded file.
  32227. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32228. * to the src parameter of an <img> to display it
  32229. */
  32230. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32231. /**
  32232. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32233. * Be aware Math.random() could cause collisions, but:
  32234. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32235. * @returns a pseudo random id
  32236. */
  32237. static RandomId(): string;
  32238. /**
  32239. * Test if the given uri is a base64 string
  32240. * @param uri The uri to test
  32241. * @return True if the uri is a base64 string or false otherwise
  32242. */
  32243. static IsBase64(uri: string): boolean;
  32244. /**
  32245. * Decode the given base64 uri.
  32246. * @param uri The uri to decode
  32247. * @return The decoded base64 data.
  32248. */
  32249. static DecodeBase64(uri: string): ArrayBuffer;
  32250. /**
  32251. * Gets the absolute url.
  32252. * @param url the input url
  32253. * @return the absolute url
  32254. */
  32255. static GetAbsoluteUrl(url: string): string;
  32256. /**
  32257. * No log
  32258. */
  32259. static readonly NoneLogLevel: number;
  32260. /**
  32261. * Only message logs
  32262. */
  32263. static readonly MessageLogLevel: number;
  32264. /**
  32265. * Only warning logs
  32266. */
  32267. static readonly WarningLogLevel: number;
  32268. /**
  32269. * Only error logs
  32270. */
  32271. static readonly ErrorLogLevel: number;
  32272. /**
  32273. * All logs
  32274. */
  32275. static readonly AllLogLevel: number;
  32276. /**
  32277. * Gets a value indicating the number of loading errors
  32278. * @ignorenaming
  32279. */
  32280. static readonly errorsCount: number;
  32281. /**
  32282. * Callback called when a new log is added
  32283. */
  32284. static OnNewCacheEntry: (entry: string) => void;
  32285. /**
  32286. * Log a message to the console
  32287. * @param message defines the message to log
  32288. */
  32289. static Log(message: string): void;
  32290. /**
  32291. * Write a warning message to the console
  32292. * @param message defines the message to log
  32293. */
  32294. static Warn(message: string): void;
  32295. /**
  32296. * Write an error message to the console
  32297. * @param message defines the message to log
  32298. */
  32299. static Error(message: string): void;
  32300. /**
  32301. * Gets current log cache (list of logs)
  32302. */
  32303. static readonly LogCache: string;
  32304. /**
  32305. * Clears the log cache
  32306. */
  32307. static ClearLogCache(): void;
  32308. /**
  32309. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32310. */
  32311. static LogLevels: number;
  32312. /**
  32313. * Checks if the window object exists
  32314. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32315. */
  32316. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32317. /**
  32318. * No performance log
  32319. */
  32320. static readonly PerformanceNoneLogLevel: number;
  32321. /**
  32322. * Use user marks to log performance
  32323. */
  32324. static readonly PerformanceUserMarkLogLevel: number;
  32325. /**
  32326. * Log performance to the console
  32327. */
  32328. static readonly PerformanceConsoleLogLevel: number;
  32329. private static _performance;
  32330. /**
  32331. * Sets the current performance log level
  32332. */
  32333. static PerformanceLogLevel: number;
  32334. private static _StartPerformanceCounterDisabled;
  32335. private static _EndPerformanceCounterDisabled;
  32336. private static _StartUserMark;
  32337. private static _EndUserMark;
  32338. private static _StartPerformanceConsole;
  32339. private static _EndPerformanceConsole;
  32340. /**
  32341. * Starts a performance counter
  32342. */
  32343. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32344. /**
  32345. * Ends a specific performance coutner
  32346. */
  32347. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32348. /**
  32349. * Gets either window.performance.now() if supported or Date.now() else
  32350. */
  32351. static readonly Now: number;
  32352. /**
  32353. * This method will return the name of the class used to create the instance of the given object.
  32354. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32355. * @param object the object to get the class name from
  32356. * @param isType defines if the object is actually a type
  32357. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32358. */
  32359. static GetClassName(object: any, isType?: boolean): string;
  32360. /**
  32361. * Gets the first element of an array satisfying a given predicate
  32362. * @param array defines the array to browse
  32363. * @param predicate defines the predicate to use
  32364. * @returns null if not found or the element
  32365. */
  32366. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32367. /**
  32368. * This method will return the name of the full name of the class, including its owning module (if any).
  32369. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  32370. * @param object the object to get the class name from
  32371. * @param isType defines if the object is actually a type
  32372. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  32373. * @ignorenaming
  32374. */
  32375. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32376. /**
  32377. * Returns a promise that resolves after the given amount of time.
  32378. * @param delay Number of milliseconds to delay
  32379. * @returns Promise that resolves after the given amount of time
  32380. */
  32381. static DelayAsync(delay: number): Promise<void>;
  32382. }
  32383. /**
  32384. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32385. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32386. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32387. * @param name The name of the class, case should be preserved
  32388. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32389. */
  32390. export function className(name: string, module?: string): (target: Object) => void;
  32391. /**
  32392. * An implementation of a loop for asynchronous functions.
  32393. */
  32394. export class AsyncLoop {
  32395. /**
  32396. * Defines the number of iterations for the loop
  32397. */
  32398. iterations: number;
  32399. /**
  32400. * Defines the current index of the loop.
  32401. */
  32402. index: number;
  32403. private _done;
  32404. private _fn;
  32405. private _successCallback;
  32406. /**
  32407. * Constructor.
  32408. * @param iterations the number of iterations.
  32409. * @param func the function to run each iteration
  32410. * @param successCallback the callback that will be called upon succesful execution
  32411. * @param offset starting offset.
  32412. */
  32413. constructor(
  32414. /**
  32415. * Defines the number of iterations for the loop
  32416. */
  32417. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  32418. /**
  32419. * Execute the next iteration. Must be called after the last iteration was finished.
  32420. */
  32421. executeNext(): void;
  32422. /**
  32423. * Break the loop and run the success callback.
  32424. */
  32425. breakLoop(): void;
  32426. /**
  32427. * Create and run an async loop.
  32428. * @param iterations the number of iterations.
  32429. * @param fn the function to run each iteration
  32430. * @param successCallback the callback that will be called upon succesful execution
  32431. * @param offset starting offset.
  32432. * @returns the created async loop object
  32433. */
  32434. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  32435. /**
  32436. * A for-loop that will run a given number of iterations synchronous and the rest async.
  32437. * @param iterations total number of iterations
  32438. * @param syncedIterations number of synchronous iterations in each async iteration.
  32439. * @param fn the function to call each iteration.
  32440. * @param callback a success call back that will be called when iterating stops.
  32441. * @param breakFunction a break condition (optional)
  32442. * @param timeout timeout settings for the setTimeout function. default - 0.
  32443. * @returns the created async loop object
  32444. */
  32445. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  32446. }
  32447. }
  32448. declare module BABYLON {
  32449. /**
  32450. * This class implement a typical dictionary using a string as key and the generic type T as value.
  32451. * The underlying implementation relies on an associative array to ensure the best performances.
  32452. * The value can be anything including 'null' but except 'undefined'
  32453. */
  32454. export class StringDictionary<T> {
  32455. /**
  32456. * This will clear this dictionary and copy the content from the 'source' one.
  32457. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  32458. * @param source the dictionary to take the content from and copy to this dictionary
  32459. */
  32460. copyFrom(source: StringDictionary<T>): void;
  32461. /**
  32462. * Get a value based from its key
  32463. * @param key the given key to get the matching value from
  32464. * @return the value if found, otherwise undefined is returned
  32465. */
  32466. get(key: string): T | undefined;
  32467. /**
  32468. * Get a value from its key or add it if it doesn't exist.
  32469. * This method will ensure you that a given key/data will be present in the dictionary.
  32470. * @param key the given key to get the matching value from
  32471. * @param factory the factory that will create the value if the key is not present in the dictionary.
  32472. * The factory will only be invoked if there's no data for the given key.
  32473. * @return the value corresponding to the key.
  32474. */
  32475. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  32476. /**
  32477. * Get a value from its key if present in the dictionary otherwise add it
  32478. * @param key the key to get the value from
  32479. * @param val if there's no such key/value pair in the dictionary add it with this value
  32480. * @return the value corresponding to the key
  32481. */
  32482. getOrAdd(key: string, val: T): T;
  32483. /**
  32484. * Check if there's a given key in the dictionary
  32485. * @param key the key to check for
  32486. * @return true if the key is present, false otherwise
  32487. */
  32488. contains(key: string): boolean;
  32489. /**
  32490. * Add a new key and its corresponding value
  32491. * @param key the key to add
  32492. * @param value the value corresponding to the key
  32493. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  32494. */
  32495. add(key: string, value: T): boolean;
  32496. /**
  32497. * Update a specific value associated to a key
  32498. * @param key defines the key to use
  32499. * @param value defines the value to store
  32500. * @returns true if the value was updated (or false if the key was not found)
  32501. */
  32502. set(key: string, value: T): boolean;
  32503. /**
  32504. * Get the element of the given key and remove it from the dictionary
  32505. * @param key defines the key to search
  32506. * @returns the value associated with the key or null if not found
  32507. */
  32508. getAndRemove(key: string): Nullable<T>;
  32509. /**
  32510. * Remove a key/value from the dictionary.
  32511. * @param key the key to remove
  32512. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  32513. */
  32514. remove(key: string): boolean;
  32515. /**
  32516. * Clear the whole content of the dictionary
  32517. */
  32518. clear(): void;
  32519. /**
  32520. * Gets the current count
  32521. */
  32522. readonly count: number;
  32523. /**
  32524. * Execute a callback on each key/val of the dictionary.
  32525. * Note that you can remove any element in this dictionary in the callback implementation
  32526. * @param callback the callback to execute on a given key/value pair
  32527. */
  32528. forEach(callback: (key: string, val: T) => void): void;
  32529. /**
  32530. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  32531. * If the callback returns null or undefined the method will iterate to the next key/value pair
  32532. * Note that you can remove any element in this dictionary in the callback implementation
  32533. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  32534. * @returns the first item
  32535. */
  32536. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  32537. private _count;
  32538. private _data;
  32539. }
  32540. }
  32541. declare module BABYLON {
  32542. /** @hidden */
  32543. export interface ICollisionCoordinator {
  32544. createCollider(): Collider;
  32545. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32546. init(scene: Scene): void;
  32547. }
  32548. /** @hidden */
  32549. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  32550. private _scene;
  32551. private _scaledPosition;
  32552. private _scaledVelocity;
  32553. private _finalPosition;
  32554. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32555. createCollider(): Collider;
  32556. init(scene: Scene): void;
  32557. private _collideWithWorld;
  32558. }
  32559. }
  32560. declare module BABYLON {
  32561. /**
  32562. * Class used to manage all inputs for the scene.
  32563. */
  32564. export class InputManager {
  32565. /** The distance in pixel that you have to move to prevent some events */
  32566. static DragMovementThreshold: number;
  32567. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  32568. static LongPressDelay: number;
  32569. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  32570. static DoubleClickDelay: number;
  32571. /** If you need to check double click without raising a single click at first click, enable this flag */
  32572. static ExclusiveDoubleClickMode: boolean;
  32573. private _wheelEventName;
  32574. private _onPointerMove;
  32575. private _onPointerDown;
  32576. private _onPointerUp;
  32577. private _initClickEvent;
  32578. private _initActionManager;
  32579. private _delayedSimpleClick;
  32580. private _delayedSimpleClickTimeout;
  32581. private _previousDelayedSimpleClickTimeout;
  32582. private _meshPickProceed;
  32583. private _previousButtonPressed;
  32584. private _currentPickResult;
  32585. private _previousPickResult;
  32586. private _totalPointersPressed;
  32587. private _doubleClickOccured;
  32588. private _pointerOverMesh;
  32589. private _pickedDownMesh;
  32590. private _pickedUpMesh;
  32591. private _pointerX;
  32592. private _pointerY;
  32593. private _unTranslatedPointerX;
  32594. private _unTranslatedPointerY;
  32595. private _startingPointerPosition;
  32596. private _previousStartingPointerPosition;
  32597. private _startingPointerTime;
  32598. private _previousStartingPointerTime;
  32599. private _pointerCaptures;
  32600. private _onKeyDown;
  32601. private _onKeyUp;
  32602. private _onCanvasFocusObserver;
  32603. private _onCanvasBlurObserver;
  32604. private _scene;
  32605. /**
  32606. * Creates a new InputManager
  32607. * @param scene defines the hosting scene
  32608. */
  32609. constructor(scene: Scene);
  32610. /**
  32611. * Gets the mesh that is currently under the pointer
  32612. */
  32613. readonly meshUnderPointer: Nullable<AbstractMesh>;
  32614. /**
  32615. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  32616. */
  32617. readonly unTranslatedPointer: Vector2;
  32618. /**
  32619. * Gets or sets the current on-screen X position of the pointer
  32620. */
  32621. pointerX: number;
  32622. /**
  32623. * Gets or sets the current on-screen Y position of the pointer
  32624. */
  32625. pointerY: number;
  32626. private _updatePointerPosition;
  32627. private _processPointerMove;
  32628. private _setRayOnPointerInfo;
  32629. private _checkPrePointerObservable;
  32630. /**
  32631. * Use this method to simulate a pointer move on a mesh
  32632. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  32633. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  32634. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  32635. */
  32636. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  32637. /**
  32638. * Use this method to simulate a pointer down on a mesh
  32639. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  32640. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  32641. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  32642. */
  32643. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  32644. private _processPointerDown;
  32645. /** @hidden */
  32646. _isPointerSwiping(): boolean;
  32647. /**
  32648. * Use this method to simulate a pointer up on a mesh
  32649. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  32650. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  32651. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  32652. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  32653. */
  32654. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  32655. private _processPointerUp;
  32656. /**
  32657. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  32658. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  32659. * @returns true if the pointer was captured
  32660. */
  32661. isPointerCaptured(pointerId?: number): boolean;
  32662. /**
  32663. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  32664. * @param attachUp defines if you want to attach events to pointerup
  32665. * @param attachDown defines if you want to attach events to pointerdown
  32666. * @param attachMove defines if you want to attach events to pointermove
  32667. */
  32668. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  32669. /**
  32670. * Detaches all event handlers
  32671. */
  32672. detachControl(): void;
  32673. /**
  32674. * Force the value of meshUnderPointer
  32675. * @param mesh defines the mesh to use
  32676. */
  32677. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  32678. /**
  32679. * Gets the mesh under the pointer
  32680. * @returns a Mesh or null if no mesh is under the pointer
  32681. */
  32682. getPointerOverMesh(): Nullable<AbstractMesh>;
  32683. }
  32684. }
  32685. declare module BABYLON {
  32686. /**
  32687. * Helper class used to generate session unique ID
  32688. */
  32689. export class UniqueIdGenerator {
  32690. private static _UniqueIdCounter;
  32691. /**
  32692. * Gets an unique (relatively to the current scene) Id
  32693. */
  32694. static readonly UniqueId: number;
  32695. }
  32696. }
  32697. declare module BABYLON {
  32698. /**
  32699. * This class defines the direct association between an animation and a target
  32700. */
  32701. export class TargetedAnimation {
  32702. /**
  32703. * Animation to perform
  32704. */
  32705. animation: Animation;
  32706. /**
  32707. * Target to animate
  32708. */
  32709. target: any;
  32710. /**
  32711. * Serialize the object
  32712. * @returns the JSON object representing the current entity
  32713. */
  32714. serialize(): any;
  32715. }
  32716. /**
  32717. * Use this class to create coordinated animations on multiple targets
  32718. */
  32719. export class AnimationGroup implements IDisposable {
  32720. /** The name of the animation group */
  32721. name: string;
  32722. private _scene;
  32723. private _targetedAnimations;
  32724. private _animatables;
  32725. private _from;
  32726. private _to;
  32727. private _isStarted;
  32728. private _isPaused;
  32729. private _speedRatio;
  32730. private _loopAnimation;
  32731. /**
  32732. * Gets or sets the unique id of the node
  32733. */
  32734. uniqueId: number;
  32735. /**
  32736. * This observable will notify when one animation have ended
  32737. */
  32738. onAnimationEndObservable: Observable<TargetedAnimation>;
  32739. /**
  32740. * Observer raised when one animation loops
  32741. */
  32742. onAnimationLoopObservable: Observable<TargetedAnimation>;
  32743. /**
  32744. * This observable will notify when all animations have ended.
  32745. */
  32746. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  32747. /**
  32748. * This observable will notify when all animations have paused.
  32749. */
  32750. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  32751. /**
  32752. * This observable will notify when all animations are playing.
  32753. */
  32754. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  32755. /**
  32756. * Gets the first frame
  32757. */
  32758. readonly from: number;
  32759. /**
  32760. * Gets the last frame
  32761. */
  32762. readonly to: number;
  32763. /**
  32764. * Define if the animations are started
  32765. */
  32766. readonly isStarted: boolean;
  32767. /**
  32768. * Gets a value indicating that the current group is playing
  32769. */
  32770. readonly isPlaying: boolean;
  32771. /**
  32772. * Gets or sets the speed ratio to use for all animations
  32773. */
  32774. /**
  32775. * Gets or sets the speed ratio to use for all animations
  32776. */
  32777. speedRatio: number;
  32778. /**
  32779. * Gets or sets if all animations should loop or not
  32780. */
  32781. loopAnimation: boolean;
  32782. /**
  32783. * Gets the targeted animations for this animation group
  32784. */
  32785. readonly targetedAnimations: Array<TargetedAnimation>;
  32786. /**
  32787. * returning the list of animatables controlled by this animation group.
  32788. */
  32789. readonly animatables: Array<Animatable>;
  32790. /**
  32791. * Instantiates a new Animation Group.
  32792. * This helps managing several animations at once.
  32793. * @see http://doc.babylonjs.com/how_to/group
  32794. * @param name Defines the name of the group
  32795. * @param scene Defines the scene the group belongs to
  32796. */
  32797. constructor(
  32798. /** The name of the animation group */
  32799. name: string, scene?: Nullable<Scene>);
  32800. /**
  32801. * Add an animation (with its target) in the group
  32802. * @param animation defines the animation we want to add
  32803. * @param target defines the target of the animation
  32804. * @returns the TargetedAnimation object
  32805. */
  32806. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  32807. /**
  32808. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  32809. * It can add constant keys at begin or end
  32810. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  32811. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  32812. * @returns the animation group
  32813. */
  32814. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  32815. /**
  32816. * Start all animations on given targets
  32817. * @param loop defines if animations must loop
  32818. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  32819. * @param from defines the from key (optional)
  32820. * @param to defines the to key (optional)
  32821. * @returns the current animation group
  32822. */
  32823. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  32824. /**
  32825. * Pause all animations
  32826. * @returns the animation group
  32827. */
  32828. pause(): AnimationGroup;
  32829. /**
  32830. * Play all animations to initial state
  32831. * This function will start() the animations if they were not started or will restart() them if they were paused
  32832. * @param loop defines if animations must loop
  32833. * @returns the animation group
  32834. */
  32835. play(loop?: boolean): AnimationGroup;
  32836. /**
  32837. * Reset all animations to initial state
  32838. * @returns the animation group
  32839. */
  32840. reset(): AnimationGroup;
  32841. /**
  32842. * Restart animations from key 0
  32843. * @returns the animation group
  32844. */
  32845. restart(): AnimationGroup;
  32846. /**
  32847. * Stop all animations
  32848. * @returns the animation group
  32849. */
  32850. stop(): AnimationGroup;
  32851. /**
  32852. * Set animation weight for all animatables
  32853. * @param weight defines the weight to use
  32854. * @return the animationGroup
  32855. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  32856. */
  32857. setWeightForAllAnimatables(weight: number): AnimationGroup;
  32858. /**
  32859. * Synchronize and normalize all animatables with a source animatable
  32860. * @param root defines the root animatable to synchronize with
  32861. * @return the animationGroup
  32862. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  32863. */
  32864. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  32865. /**
  32866. * Goes to a specific frame in this animation group
  32867. * @param frame the frame number to go to
  32868. * @return the animationGroup
  32869. */
  32870. goToFrame(frame: number): AnimationGroup;
  32871. /**
  32872. * Dispose all associated resources
  32873. */
  32874. dispose(): void;
  32875. private _checkAnimationGroupEnded;
  32876. /**
  32877. * Clone the current animation group and returns a copy
  32878. * @param newName defines the name of the new group
  32879. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  32880. * @returns the new aniamtion group
  32881. */
  32882. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  32883. /**
  32884. * Serializes the animationGroup to an object
  32885. * @returns Serialized object
  32886. */
  32887. serialize(): any;
  32888. /**
  32889. * Returns a new AnimationGroup object parsed from the source provided.
  32890. * @param parsedAnimationGroup defines the source
  32891. * @param scene defines the scene that will receive the animationGroup
  32892. * @returns a new AnimationGroup
  32893. */
  32894. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  32895. /**
  32896. * Returns the string "AnimationGroup"
  32897. * @returns "AnimationGroup"
  32898. */
  32899. getClassName(): string;
  32900. /**
  32901. * Creates a detailled string about the object
  32902. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  32903. * @returns a string representing the object
  32904. */
  32905. toString(fullDetails?: boolean): string;
  32906. }
  32907. }
  32908. declare module BABYLON {
  32909. /**
  32910. * Define an interface for all classes that will hold resources
  32911. */
  32912. export interface IDisposable {
  32913. /**
  32914. * Releases all held resources
  32915. */
  32916. dispose(): void;
  32917. }
  32918. /** Interface defining initialization parameters for Scene class */
  32919. export interface SceneOptions {
  32920. /**
  32921. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  32922. * It will improve performance when the number of geometries becomes important.
  32923. */
  32924. useGeometryUniqueIdsMap?: boolean;
  32925. /**
  32926. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  32927. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  32928. */
  32929. useMaterialMeshMap?: boolean;
  32930. /**
  32931. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  32932. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  32933. */
  32934. useClonedMeshhMap?: boolean;
  32935. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  32936. virtual?: boolean;
  32937. }
  32938. /**
  32939. * Represents a scene to be rendered by the engine.
  32940. * @see http://doc.babylonjs.com/features/scene
  32941. */
  32942. export class Scene extends AbstractScene implements IAnimatable {
  32943. /** The fog is deactivated */
  32944. static readonly FOGMODE_NONE: number;
  32945. /** The fog density is following an exponential function */
  32946. static readonly FOGMODE_EXP: number;
  32947. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  32948. static readonly FOGMODE_EXP2: number;
  32949. /** The fog density is following a linear function. */
  32950. static readonly FOGMODE_LINEAR: number;
  32951. /**
  32952. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  32953. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32954. */
  32955. static MinDeltaTime: number;
  32956. /**
  32957. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  32958. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32959. */
  32960. static MaxDeltaTime: number;
  32961. /**
  32962. * Factory used to create the default material.
  32963. * @param name The name of the material to create
  32964. * @param scene The scene to create the material for
  32965. * @returns The default material
  32966. */
  32967. static DefaultMaterialFactory(scene: Scene): Material;
  32968. /**
  32969. * Factory used to create the a collision coordinator.
  32970. * @returns The collision coordinator
  32971. */
  32972. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  32973. /** @hidden */
  32974. _inputManager: InputManager;
  32975. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  32976. cameraToUseForPointers: Nullable<Camera>;
  32977. /** @hidden */
  32978. readonly _isScene: boolean;
  32979. /**
  32980. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  32981. */
  32982. autoClear: boolean;
  32983. /**
  32984. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  32985. */
  32986. autoClearDepthAndStencil: boolean;
  32987. /**
  32988. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  32989. */
  32990. clearColor: Color4;
  32991. /**
  32992. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  32993. */
  32994. ambientColor: Color3;
  32995. /**
  32996. * This is use to store the default BRDF lookup for PBR materials in your scene.
  32997. * It should only be one of the following (if not the default embedded one):
  32998. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  32999. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33000. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33001. * The material properties need to be setup according to the type of texture in use.
  33002. */
  33003. environmentBRDFTexture: BaseTexture;
  33004. /** @hidden */
  33005. protected _environmentTexture: Nullable<BaseTexture>;
  33006. /**
  33007. * Texture used in all pbr material as the reflection texture.
  33008. * As in the majority of the scene they are the same (exception for multi room and so on),
  33009. * this is easier to reference from here than from all the materials.
  33010. */
  33011. /**
  33012. * Texture used in all pbr material as the reflection texture.
  33013. * As in the majority of the scene they are the same (exception for multi room and so on),
  33014. * this is easier to set here than in all the materials.
  33015. */
  33016. environmentTexture: Nullable<BaseTexture>;
  33017. /** @hidden */
  33018. protected _environmentIntensity: number;
  33019. /**
  33020. * Intensity of the environment in all pbr material.
  33021. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33022. * As in the majority of the scene they are the same (exception for multi room and so on),
  33023. * this is easier to reference from here than from all the materials.
  33024. */
  33025. /**
  33026. * Intensity of the environment in all pbr material.
  33027. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33028. * As in the majority of the scene they are the same (exception for multi room and so on),
  33029. * this is easier to set here than in all the materials.
  33030. */
  33031. environmentIntensity: number;
  33032. /** @hidden */
  33033. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33034. /**
  33035. * Default image processing configuration used either in the rendering
  33036. * Forward main pass or through the imageProcessingPostProcess if present.
  33037. * As in the majority of the scene they are the same (exception for multi camera),
  33038. * this is easier to reference from here than from all the materials and post process.
  33039. *
  33040. * No setter as we it is a shared configuration, you can set the values instead.
  33041. */
  33042. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33043. private _forceWireframe;
  33044. /**
  33045. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33046. */
  33047. forceWireframe: boolean;
  33048. private _forcePointsCloud;
  33049. /**
  33050. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33051. */
  33052. forcePointsCloud: boolean;
  33053. /**
  33054. * Gets or sets the active clipplane 1
  33055. */
  33056. clipPlane: Nullable<Plane>;
  33057. /**
  33058. * Gets or sets the active clipplane 2
  33059. */
  33060. clipPlane2: Nullable<Plane>;
  33061. /**
  33062. * Gets or sets the active clipplane 3
  33063. */
  33064. clipPlane3: Nullable<Plane>;
  33065. /**
  33066. * Gets or sets the active clipplane 4
  33067. */
  33068. clipPlane4: Nullable<Plane>;
  33069. /**
  33070. * Gets or sets a boolean indicating if animations are enabled
  33071. */
  33072. animationsEnabled: boolean;
  33073. private _animationPropertiesOverride;
  33074. /**
  33075. * Gets or sets the animation properties override
  33076. */
  33077. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33078. /**
  33079. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33080. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33081. */
  33082. useConstantAnimationDeltaTime: boolean;
  33083. /**
  33084. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33085. * Please note that it requires to run a ray cast through the scene on every frame
  33086. */
  33087. constantlyUpdateMeshUnderPointer: boolean;
  33088. /**
  33089. * Defines the HTML cursor to use when hovering over interactive elements
  33090. */
  33091. hoverCursor: string;
  33092. /**
  33093. * Defines the HTML default cursor to use (empty by default)
  33094. */
  33095. defaultCursor: string;
  33096. /**
  33097. * This is used to call preventDefault() on pointer down
  33098. * in order to block unwanted artifacts like system double clicks
  33099. */
  33100. preventDefaultOnPointerDown: boolean;
  33101. /**
  33102. * This is used to call preventDefault() on pointer up
  33103. * in order to block unwanted artifacts like system double clicks
  33104. */
  33105. preventDefaultOnPointerUp: boolean;
  33106. /**
  33107. * Gets or sets user defined metadata
  33108. */
  33109. metadata: any;
  33110. /**
  33111. * For internal use only. Please do not use.
  33112. */
  33113. reservedDataStore: any;
  33114. /**
  33115. * Gets the name of the plugin used to load this scene (null by default)
  33116. */
  33117. loadingPluginName: string;
  33118. /**
  33119. * Use this array to add regular expressions used to disable offline support for specific urls
  33120. */
  33121. disableOfflineSupportExceptionRules: RegExp[];
  33122. /**
  33123. * An event triggered when the scene is disposed.
  33124. */
  33125. onDisposeObservable: Observable<Scene>;
  33126. private _onDisposeObserver;
  33127. /** Sets a function to be executed when this scene is disposed. */
  33128. onDispose: () => void;
  33129. /**
  33130. * An event triggered before rendering the scene (right after animations and physics)
  33131. */
  33132. onBeforeRenderObservable: Observable<Scene>;
  33133. private _onBeforeRenderObserver;
  33134. /** Sets a function to be executed before rendering this scene */
  33135. beforeRender: Nullable<() => void>;
  33136. /**
  33137. * An event triggered after rendering the scene
  33138. */
  33139. onAfterRenderObservable: Observable<Scene>;
  33140. /**
  33141. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33142. */
  33143. onAfterRenderCameraObservable: Observable<Camera>;
  33144. private _onAfterRenderObserver;
  33145. /** Sets a function to be executed after rendering this scene */
  33146. afterRender: Nullable<() => void>;
  33147. /**
  33148. * An event triggered before animating the scene
  33149. */
  33150. onBeforeAnimationsObservable: Observable<Scene>;
  33151. /**
  33152. * An event triggered after animations processing
  33153. */
  33154. onAfterAnimationsObservable: Observable<Scene>;
  33155. /**
  33156. * An event triggered before draw calls are ready to be sent
  33157. */
  33158. onBeforeDrawPhaseObservable: Observable<Scene>;
  33159. /**
  33160. * An event triggered after draw calls have been sent
  33161. */
  33162. onAfterDrawPhaseObservable: Observable<Scene>;
  33163. /**
  33164. * An event triggered when the scene is ready
  33165. */
  33166. onReadyObservable: Observable<Scene>;
  33167. /**
  33168. * An event triggered before rendering a camera
  33169. */
  33170. onBeforeCameraRenderObservable: Observable<Camera>;
  33171. private _onBeforeCameraRenderObserver;
  33172. /** Sets a function to be executed before rendering a camera*/
  33173. beforeCameraRender: () => void;
  33174. /**
  33175. * An event triggered after rendering a camera
  33176. */
  33177. onAfterCameraRenderObservable: Observable<Camera>;
  33178. private _onAfterCameraRenderObserver;
  33179. /** Sets a function to be executed after rendering a camera*/
  33180. afterCameraRender: () => void;
  33181. /**
  33182. * An event triggered when active meshes evaluation is about to start
  33183. */
  33184. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33185. /**
  33186. * An event triggered when active meshes evaluation is done
  33187. */
  33188. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33189. /**
  33190. * An event triggered when particles rendering is about to start
  33191. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33192. */
  33193. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33194. /**
  33195. * An event triggered when particles rendering is done
  33196. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33197. */
  33198. onAfterParticlesRenderingObservable: Observable<Scene>;
  33199. /**
  33200. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33201. */
  33202. onDataLoadedObservable: Observable<Scene>;
  33203. /**
  33204. * An event triggered when a camera is created
  33205. */
  33206. onNewCameraAddedObservable: Observable<Camera>;
  33207. /**
  33208. * An event triggered when a camera is removed
  33209. */
  33210. onCameraRemovedObservable: Observable<Camera>;
  33211. /**
  33212. * An event triggered when a light is created
  33213. */
  33214. onNewLightAddedObservable: Observable<Light>;
  33215. /**
  33216. * An event triggered when a light is removed
  33217. */
  33218. onLightRemovedObservable: Observable<Light>;
  33219. /**
  33220. * An event triggered when a geometry is created
  33221. */
  33222. onNewGeometryAddedObservable: Observable<Geometry>;
  33223. /**
  33224. * An event triggered when a geometry is removed
  33225. */
  33226. onGeometryRemovedObservable: Observable<Geometry>;
  33227. /**
  33228. * An event triggered when a transform node is created
  33229. */
  33230. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33231. /**
  33232. * An event triggered when a transform node is removed
  33233. */
  33234. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33235. /**
  33236. * An event triggered when a mesh is created
  33237. */
  33238. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33239. /**
  33240. * An event triggered when a mesh is removed
  33241. */
  33242. onMeshRemovedObservable: Observable<AbstractMesh>;
  33243. /**
  33244. * An event triggered when a skeleton is created
  33245. */
  33246. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33247. /**
  33248. * An event triggered when a skeleton is removed
  33249. */
  33250. onSkeletonRemovedObservable: Observable<Skeleton>;
  33251. /**
  33252. * An event triggered when a material is created
  33253. */
  33254. onNewMaterialAddedObservable: Observable<Material>;
  33255. /**
  33256. * An event triggered when a material is removed
  33257. */
  33258. onMaterialRemovedObservable: Observable<Material>;
  33259. /**
  33260. * An event triggered when a texture is created
  33261. */
  33262. onNewTextureAddedObservable: Observable<BaseTexture>;
  33263. /**
  33264. * An event triggered when a texture is removed
  33265. */
  33266. onTextureRemovedObservable: Observable<BaseTexture>;
  33267. /**
  33268. * An event triggered when render targets are about to be rendered
  33269. * Can happen multiple times per frame.
  33270. */
  33271. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33272. /**
  33273. * An event triggered when render targets were rendered.
  33274. * Can happen multiple times per frame.
  33275. */
  33276. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33277. /**
  33278. * An event triggered before calculating deterministic simulation step
  33279. */
  33280. onBeforeStepObservable: Observable<Scene>;
  33281. /**
  33282. * An event triggered after calculating deterministic simulation step
  33283. */
  33284. onAfterStepObservable: Observable<Scene>;
  33285. /**
  33286. * An event triggered when the activeCamera property is updated
  33287. */
  33288. onActiveCameraChanged: Observable<Scene>;
  33289. /**
  33290. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33291. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33292. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33293. */
  33294. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33295. /**
  33296. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33297. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33298. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33299. */
  33300. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33301. /**
  33302. * This Observable will when a mesh has been imported into the scene.
  33303. */
  33304. onMeshImportedObservable: Observable<AbstractMesh>;
  33305. /**
  33306. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33307. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33308. */
  33309. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33310. /** @hidden */
  33311. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33312. /**
  33313. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33314. */
  33315. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33316. /**
  33317. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33318. */
  33319. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33320. /**
  33321. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33322. */
  33323. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33324. /** Callback called when a pointer move is detected */
  33325. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33326. /** Callback called when a pointer down is detected */
  33327. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33328. /** Callback called when a pointer up is detected */
  33329. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33330. /** Callback called when a pointer pick is detected */
  33331. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33332. /**
  33333. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  33334. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33335. */
  33336. onPrePointerObservable: Observable<PointerInfoPre>;
  33337. /**
  33338. * Observable event triggered each time an input event is received from the rendering canvas
  33339. */
  33340. onPointerObservable: Observable<PointerInfo>;
  33341. /**
  33342. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33343. */
  33344. readonly unTranslatedPointer: Vector2;
  33345. /**
  33346. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33347. */
  33348. static DragMovementThreshold: number;
  33349. /**
  33350. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33351. */
  33352. static LongPressDelay: number;
  33353. /**
  33354. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33355. */
  33356. static DoubleClickDelay: number;
  33357. /** If you need to check double click without raising a single click at first click, enable this flag */
  33358. static ExclusiveDoubleClickMode: boolean;
  33359. /** @hidden */
  33360. _mirroredCameraPosition: Nullable<Vector3>;
  33361. /**
  33362. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33363. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33364. */
  33365. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33366. /**
  33367. * Observable event triggered each time an keyboard event is received from the hosting window
  33368. */
  33369. onKeyboardObservable: Observable<KeyboardInfo>;
  33370. private _useRightHandedSystem;
  33371. /**
  33372. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33373. */
  33374. useRightHandedSystem: boolean;
  33375. private _timeAccumulator;
  33376. private _currentStepId;
  33377. private _currentInternalStep;
  33378. /**
  33379. * Sets the step Id used by deterministic lock step
  33380. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33381. * @param newStepId defines the step Id
  33382. */
  33383. setStepId(newStepId: number): void;
  33384. /**
  33385. * Gets the step Id used by deterministic lock step
  33386. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33387. * @returns the step Id
  33388. */
  33389. getStepId(): number;
  33390. /**
  33391. * Gets the internal step used by deterministic lock step
  33392. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33393. * @returns the internal step
  33394. */
  33395. getInternalStep(): number;
  33396. private _fogEnabled;
  33397. /**
  33398. * Gets or sets a boolean indicating if fog is enabled on this scene
  33399. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33400. * (Default is true)
  33401. */
  33402. fogEnabled: boolean;
  33403. private _fogMode;
  33404. /**
  33405. * Gets or sets the fog mode to use
  33406. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33407. * | mode | value |
  33408. * | --- | --- |
  33409. * | FOGMODE_NONE | 0 |
  33410. * | FOGMODE_EXP | 1 |
  33411. * | FOGMODE_EXP2 | 2 |
  33412. * | FOGMODE_LINEAR | 3 |
  33413. */
  33414. fogMode: number;
  33415. /**
  33416. * Gets or sets the fog color to use
  33417. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33418. * (Default is Color3(0.2, 0.2, 0.3))
  33419. */
  33420. fogColor: Color3;
  33421. /**
  33422. * Gets or sets the fog density to use
  33423. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33424. * (Default is 0.1)
  33425. */
  33426. fogDensity: number;
  33427. /**
  33428. * Gets or sets the fog start distance to use
  33429. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33430. * (Default is 0)
  33431. */
  33432. fogStart: number;
  33433. /**
  33434. * Gets or sets the fog end distance to use
  33435. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33436. * (Default is 1000)
  33437. */
  33438. fogEnd: number;
  33439. private _shadowsEnabled;
  33440. /**
  33441. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33442. */
  33443. shadowsEnabled: boolean;
  33444. private _lightsEnabled;
  33445. /**
  33446. * Gets or sets a boolean indicating if lights are enabled on this scene
  33447. */
  33448. lightsEnabled: boolean;
  33449. /** All of the active cameras added to this scene. */
  33450. activeCameras: Camera[];
  33451. /** @hidden */
  33452. _activeCamera: Nullable<Camera>;
  33453. /** Gets or sets the current active camera */
  33454. activeCamera: Nullable<Camera>;
  33455. private _defaultMaterial;
  33456. /** The default material used on meshes when no material is affected */
  33457. /** The default material used on meshes when no material is affected */
  33458. defaultMaterial: Material;
  33459. private _texturesEnabled;
  33460. /**
  33461. * Gets or sets a boolean indicating if textures are enabled on this scene
  33462. */
  33463. texturesEnabled: boolean;
  33464. /**
  33465. * Gets or sets a boolean indicating if particles are enabled on this scene
  33466. */
  33467. particlesEnabled: boolean;
  33468. /**
  33469. * Gets or sets a boolean indicating if sprites are enabled on this scene
  33470. */
  33471. spritesEnabled: boolean;
  33472. private _skeletonsEnabled;
  33473. /**
  33474. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  33475. */
  33476. skeletonsEnabled: boolean;
  33477. /**
  33478. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  33479. */
  33480. lensFlaresEnabled: boolean;
  33481. /**
  33482. * Gets or sets a boolean indicating if collisions are enabled on this scene
  33483. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33484. */
  33485. collisionsEnabled: boolean;
  33486. private _collisionCoordinator;
  33487. /** @hidden */
  33488. readonly collisionCoordinator: ICollisionCoordinator;
  33489. /**
  33490. * Defines the gravity applied to this scene (used only for collisions)
  33491. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33492. */
  33493. gravity: Vector3;
  33494. /**
  33495. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  33496. */
  33497. postProcessesEnabled: boolean;
  33498. /**
  33499. * The list of postprocesses added to the scene
  33500. */
  33501. postProcesses: PostProcess[];
  33502. /**
  33503. * Gets the current postprocess manager
  33504. */
  33505. postProcessManager: PostProcessManager;
  33506. /**
  33507. * Gets or sets a boolean indicating if render targets are enabled on this scene
  33508. */
  33509. renderTargetsEnabled: boolean;
  33510. /**
  33511. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  33512. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  33513. */
  33514. dumpNextRenderTargets: boolean;
  33515. /**
  33516. * The list of user defined render targets added to the scene
  33517. */
  33518. customRenderTargets: RenderTargetTexture[];
  33519. /**
  33520. * Defines if texture loading must be delayed
  33521. * If true, textures will only be loaded when they need to be rendered
  33522. */
  33523. useDelayedTextureLoading: boolean;
  33524. /**
  33525. * Gets the list of meshes imported to the scene through SceneLoader
  33526. */
  33527. importedMeshesFiles: String[];
  33528. /**
  33529. * Gets or sets a boolean indicating if probes are enabled on this scene
  33530. */
  33531. probesEnabled: boolean;
  33532. /**
  33533. * Gets or sets the current offline provider to use to store scene data
  33534. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  33535. */
  33536. offlineProvider: IOfflineProvider;
  33537. /**
  33538. * Gets or sets the action manager associated with the scene
  33539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  33540. */
  33541. actionManager: AbstractActionManager;
  33542. private _meshesForIntersections;
  33543. /**
  33544. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  33545. */
  33546. proceduralTexturesEnabled: boolean;
  33547. private _engine;
  33548. private _totalVertices;
  33549. /** @hidden */
  33550. _activeIndices: PerfCounter;
  33551. /** @hidden */
  33552. _activeParticles: PerfCounter;
  33553. /** @hidden */
  33554. _activeBones: PerfCounter;
  33555. private _animationRatio;
  33556. /** @hidden */
  33557. _animationTimeLast: number;
  33558. /** @hidden */
  33559. _animationTime: number;
  33560. /**
  33561. * Gets or sets a general scale for animation speed
  33562. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  33563. */
  33564. animationTimeScale: number;
  33565. /** @hidden */
  33566. _cachedMaterial: Nullable<Material>;
  33567. /** @hidden */
  33568. _cachedEffect: Nullable<Effect>;
  33569. /** @hidden */
  33570. _cachedVisibility: Nullable<number>;
  33571. private _renderId;
  33572. private _frameId;
  33573. private _executeWhenReadyTimeoutId;
  33574. private _intermediateRendering;
  33575. private _viewUpdateFlag;
  33576. private _projectionUpdateFlag;
  33577. /** @hidden */
  33578. _toBeDisposed: Nullable<IDisposable>[];
  33579. private _activeRequests;
  33580. /** @hidden */
  33581. _pendingData: any[];
  33582. private _isDisposed;
  33583. /**
  33584. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  33585. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  33586. */
  33587. dispatchAllSubMeshesOfActiveMeshes: boolean;
  33588. private _activeMeshes;
  33589. private _processedMaterials;
  33590. private _renderTargets;
  33591. /** @hidden */
  33592. _activeParticleSystems: SmartArray<IParticleSystem>;
  33593. private _activeSkeletons;
  33594. private _softwareSkinnedMeshes;
  33595. private _renderingManager;
  33596. /** @hidden */
  33597. _activeAnimatables: Animatable[];
  33598. private _transformMatrix;
  33599. private _sceneUbo;
  33600. /** @hidden */
  33601. _viewMatrix: Matrix;
  33602. private _projectionMatrix;
  33603. /** @hidden */
  33604. _forcedViewPosition: Nullable<Vector3>;
  33605. /** @hidden */
  33606. _frustumPlanes: Plane[];
  33607. /**
  33608. * Gets the list of frustum planes (built from the active camera)
  33609. */
  33610. readonly frustumPlanes: Plane[];
  33611. /**
  33612. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  33613. * This is useful if there are more lights that the maximum simulteanous authorized
  33614. */
  33615. requireLightSorting: boolean;
  33616. /** @hidden */
  33617. readonly useMaterialMeshMap: boolean;
  33618. /** @hidden */
  33619. readonly useClonedMeshhMap: boolean;
  33620. private _externalData;
  33621. private _uid;
  33622. /**
  33623. * @hidden
  33624. * Backing store of defined scene components.
  33625. */
  33626. _components: ISceneComponent[];
  33627. /**
  33628. * @hidden
  33629. * Backing store of defined scene components.
  33630. */
  33631. _serializableComponents: ISceneSerializableComponent[];
  33632. /**
  33633. * List of components to register on the next registration step.
  33634. */
  33635. private _transientComponents;
  33636. /**
  33637. * Registers the transient components if needed.
  33638. */
  33639. private _registerTransientComponents;
  33640. /**
  33641. * @hidden
  33642. * Add a component to the scene.
  33643. * Note that the ccomponent could be registered on th next frame if this is called after
  33644. * the register component stage.
  33645. * @param component Defines the component to add to the scene
  33646. */
  33647. _addComponent(component: ISceneComponent): void;
  33648. /**
  33649. * @hidden
  33650. * Gets a component from the scene.
  33651. * @param name defines the name of the component to retrieve
  33652. * @returns the component or null if not present
  33653. */
  33654. _getComponent(name: string): Nullable<ISceneComponent>;
  33655. /**
  33656. * @hidden
  33657. * Defines the actions happening before camera updates.
  33658. */
  33659. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  33660. /**
  33661. * @hidden
  33662. * Defines the actions happening before clear the canvas.
  33663. */
  33664. _beforeClearStage: Stage<SimpleStageAction>;
  33665. /**
  33666. * @hidden
  33667. * Defines the actions when collecting render targets for the frame.
  33668. */
  33669. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  33670. /**
  33671. * @hidden
  33672. * Defines the actions happening for one camera in the frame.
  33673. */
  33674. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  33675. /**
  33676. * @hidden
  33677. * Defines the actions happening during the per mesh ready checks.
  33678. */
  33679. _isReadyForMeshStage: Stage<MeshStageAction>;
  33680. /**
  33681. * @hidden
  33682. * Defines the actions happening before evaluate active mesh checks.
  33683. */
  33684. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  33685. /**
  33686. * @hidden
  33687. * Defines the actions happening during the evaluate sub mesh checks.
  33688. */
  33689. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  33690. /**
  33691. * @hidden
  33692. * Defines the actions happening during the active mesh stage.
  33693. */
  33694. _activeMeshStage: Stage<ActiveMeshStageAction>;
  33695. /**
  33696. * @hidden
  33697. * Defines the actions happening during the per camera render target step.
  33698. */
  33699. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  33700. /**
  33701. * @hidden
  33702. * Defines the actions happening just before the active camera is drawing.
  33703. */
  33704. _beforeCameraDrawStage: Stage<CameraStageAction>;
  33705. /**
  33706. * @hidden
  33707. * Defines the actions happening just before a render target is drawing.
  33708. */
  33709. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  33710. /**
  33711. * @hidden
  33712. * Defines the actions happening just before a rendering group is drawing.
  33713. */
  33714. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  33715. /**
  33716. * @hidden
  33717. * Defines the actions happening just before a mesh is drawing.
  33718. */
  33719. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  33720. /**
  33721. * @hidden
  33722. * Defines the actions happening just after a mesh has been drawn.
  33723. */
  33724. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  33725. /**
  33726. * @hidden
  33727. * Defines the actions happening just after a rendering group has been drawn.
  33728. */
  33729. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  33730. /**
  33731. * @hidden
  33732. * Defines the actions happening just after the active camera has been drawn.
  33733. */
  33734. _afterCameraDrawStage: Stage<CameraStageAction>;
  33735. /**
  33736. * @hidden
  33737. * Defines the actions happening just after a render target has been drawn.
  33738. */
  33739. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  33740. /**
  33741. * @hidden
  33742. * Defines the actions happening just after rendering all cameras and computing intersections.
  33743. */
  33744. _afterRenderStage: Stage<SimpleStageAction>;
  33745. /**
  33746. * @hidden
  33747. * Defines the actions happening when a pointer move event happens.
  33748. */
  33749. _pointerMoveStage: Stage<PointerMoveStageAction>;
  33750. /**
  33751. * @hidden
  33752. * Defines the actions happening when a pointer down event happens.
  33753. */
  33754. _pointerDownStage: Stage<PointerUpDownStageAction>;
  33755. /**
  33756. * @hidden
  33757. * Defines the actions happening when a pointer up event happens.
  33758. */
  33759. _pointerUpStage: Stage<PointerUpDownStageAction>;
  33760. /**
  33761. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  33762. */
  33763. private geometriesByUniqueId;
  33764. /**
  33765. * Creates a new Scene
  33766. * @param engine defines the engine to use to render this scene
  33767. * @param options defines the scene options
  33768. */
  33769. constructor(engine: Engine, options?: SceneOptions);
  33770. /**
  33771. * Gets a string idenfifying the name of the class
  33772. * @returns "Scene" string
  33773. */
  33774. getClassName(): string;
  33775. private _defaultMeshCandidates;
  33776. /**
  33777. * @hidden
  33778. */
  33779. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  33780. private _defaultSubMeshCandidates;
  33781. /**
  33782. * @hidden
  33783. */
  33784. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  33785. /**
  33786. * Sets the default candidate providers for the scene.
  33787. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  33788. * and getCollidingSubMeshCandidates to their default function
  33789. */
  33790. setDefaultCandidateProviders(): void;
  33791. /**
  33792. * Gets the mesh that is currently under the pointer
  33793. */
  33794. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33795. /**
  33796. * Gets or sets the current on-screen X position of the pointer
  33797. */
  33798. pointerX: number;
  33799. /**
  33800. * Gets or sets the current on-screen Y position of the pointer
  33801. */
  33802. pointerY: number;
  33803. /**
  33804. * Gets the cached material (ie. the latest rendered one)
  33805. * @returns the cached material
  33806. */
  33807. getCachedMaterial(): Nullable<Material>;
  33808. /**
  33809. * Gets the cached effect (ie. the latest rendered one)
  33810. * @returns the cached effect
  33811. */
  33812. getCachedEffect(): Nullable<Effect>;
  33813. /**
  33814. * Gets the cached visibility state (ie. the latest rendered one)
  33815. * @returns the cached visibility state
  33816. */
  33817. getCachedVisibility(): Nullable<number>;
  33818. /**
  33819. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  33820. * @param material defines the current material
  33821. * @param effect defines the current effect
  33822. * @param visibility defines the current visibility state
  33823. * @returns true if one parameter is not cached
  33824. */
  33825. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  33826. /**
  33827. * Gets the engine associated with the scene
  33828. * @returns an Engine
  33829. */
  33830. getEngine(): Engine;
  33831. /**
  33832. * Gets the total number of vertices rendered per frame
  33833. * @returns the total number of vertices rendered per frame
  33834. */
  33835. getTotalVertices(): number;
  33836. /**
  33837. * Gets the performance counter for total vertices
  33838. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  33839. */
  33840. readonly totalVerticesPerfCounter: PerfCounter;
  33841. /**
  33842. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  33843. * @returns the total number of active indices rendered per frame
  33844. */
  33845. getActiveIndices(): number;
  33846. /**
  33847. * Gets the performance counter for active indices
  33848. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  33849. */
  33850. readonly totalActiveIndicesPerfCounter: PerfCounter;
  33851. /**
  33852. * Gets the total number of active particles rendered per frame
  33853. * @returns the total number of active particles rendered per frame
  33854. */
  33855. getActiveParticles(): number;
  33856. /**
  33857. * Gets the performance counter for active particles
  33858. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  33859. */
  33860. readonly activeParticlesPerfCounter: PerfCounter;
  33861. /**
  33862. * Gets the total number of active bones rendered per frame
  33863. * @returns the total number of active bones rendered per frame
  33864. */
  33865. getActiveBones(): number;
  33866. /**
  33867. * Gets the performance counter for active bones
  33868. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  33869. */
  33870. readonly activeBonesPerfCounter: PerfCounter;
  33871. /**
  33872. * Gets the array of active meshes
  33873. * @returns an array of AbstractMesh
  33874. */
  33875. getActiveMeshes(): SmartArray<AbstractMesh>;
  33876. /**
  33877. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  33878. * @returns a number
  33879. */
  33880. getAnimationRatio(): number;
  33881. /**
  33882. * Gets an unique Id for the current render phase
  33883. * @returns a number
  33884. */
  33885. getRenderId(): number;
  33886. /**
  33887. * Gets an unique Id for the current frame
  33888. * @returns a number
  33889. */
  33890. getFrameId(): number;
  33891. /** Call this function if you want to manually increment the render Id*/
  33892. incrementRenderId(): void;
  33893. private _createUbo;
  33894. /**
  33895. * Use this method to simulate a pointer move on a mesh
  33896. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33897. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33898. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33899. * @returns the current scene
  33900. */
  33901. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  33902. /**
  33903. * Use this method to simulate a pointer down on a mesh
  33904. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33905. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33906. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33907. * @returns the current scene
  33908. */
  33909. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  33910. /**
  33911. * Use this method to simulate a pointer up on a mesh
  33912. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33913. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33914. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33915. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33916. * @returns the current scene
  33917. */
  33918. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  33919. /**
  33920. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33921. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33922. * @returns true if the pointer was captured
  33923. */
  33924. isPointerCaptured(pointerId?: number): boolean;
  33925. /**
  33926. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33927. * @param attachUp defines if you want to attach events to pointerup
  33928. * @param attachDown defines if you want to attach events to pointerdown
  33929. * @param attachMove defines if you want to attach events to pointermove
  33930. */
  33931. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33932. /** Detaches all event handlers*/
  33933. detachControl(): void;
  33934. /**
  33935. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  33936. * Delay loaded resources are not taking in account
  33937. * @return true if all required resources are ready
  33938. */
  33939. isReady(): boolean;
  33940. /** Resets all cached information relative to material (including effect and visibility) */
  33941. resetCachedMaterial(): void;
  33942. /**
  33943. * Registers a function to be called before every frame render
  33944. * @param func defines the function to register
  33945. */
  33946. registerBeforeRender(func: () => void): void;
  33947. /**
  33948. * Unregisters a function called before every frame render
  33949. * @param func defines the function to unregister
  33950. */
  33951. unregisterBeforeRender(func: () => void): void;
  33952. /**
  33953. * Registers a function to be called after every frame render
  33954. * @param func defines the function to register
  33955. */
  33956. registerAfterRender(func: () => void): void;
  33957. /**
  33958. * Unregisters a function called after every frame render
  33959. * @param func defines the function to unregister
  33960. */
  33961. unregisterAfterRender(func: () => void): void;
  33962. private _executeOnceBeforeRender;
  33963. /**
  33964. * The provided function will run before render once and will be disposed afterwards.
  33965. * A timeout delay can be provided so that the function will be executed in N ms.
  33966. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  33967. * @param func The function to be executed.
  33968. * @param timeout optional delay in ms
  33969. */
  33970. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  33971. /** @hidden */
  33972. _addPendingData(data: any): void;
  33973. /** @hidden */
  33974. _removePendingData(data: any): void;
  33975. /**
  33976. * Returns the number of items waiting to be loaded
  33977. * @returns the number of items waiting to be loaded
  33978. */
  33979. getWaitingItemsCount(): number;
  33980. /**
  33981. * Returns a boolean indicating if the scene is still loading data
  33982. */
  33983. readonly isLoading: boolean;
  33984. /**
  33985. * Registers a function to be executed when the scene is ready
  33986. * @param {Function} func - the function to be executed
  33987. */
  33988. executeWhenReady(func: () => void): void;
  33989. /**
  33990. * Returns a promise that resolves when the scene is ready
  33991. * @returns A promise that resolves when the scene is ready
  33992. */
  33993. whenReadyAsync(): Promise<void>;
  33994. /** @hidden */
  33995. _checkIsReady(): void;
  33996. /**
  33997. * Gets all animatable attached to the scene
  33998. */
  33999. readonly animatables: Animatable[];
  34000. /**
  34001. * Resets the last animation time frame.
  34002. * Useful to override when animations start running when loading a scene for the first time.
  34003. */
  34004. resetLastAnimationTimeFrame(): void;
  34005. /**
  34006. * Gets the current view matrix
  34007. * @returns a Matrix
  34008. */
  34009. getViewMatrix(): Matrix;
  34010. /**
  34011. * Gets the current projection matrix
  34012. * @returns a Matrix
  34013. */
  34014. getProjectionMatrix(): Matrix;
  34015. /**
  34016. * Gets the current transform matrix
  34017. * @returns a Matrix made of View * Projection
  34018. */
  34019. getTransformMatrix(): Matrix;
  34020. /**
  34021. * Sets the current transform matrix
  34022. * @param viewL defines the View matrix to use
  34023. * @param projectionL defines the Projection matrix to use
  34024. * @param viewR defines the right View matrix to use (if provided)
  34025. * @param projectionR defines the right Projection matrix to use (if provided)
  34026. */
  34027. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34028. /**
  34029. * Gets the uniform buffer used to store scene data
  34030. * @returns a UniformBuffer
  34031. */
  34032. getSceneUniformBuffer(): UniformBuffer;
  34033. /**
  34034. * Gets an unique (relatively to the current scene) Id
  34035. * @returns an unique number for the scene
  34036. */
  34037. getUniqueId(): number;
  34038. /**
  34039. * Add a mesh to the list of scene's meshes
  34040. * @param newMesh defines the mesh to add
  34041. * @param recursive if all child meshes should also be added to the scene
  34042. */
  34043. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34044. /**
  34045. * Remove a mesh for the list of scene's meshes
  34046. * @param toRemove defines the mesh to remove
  34047. * @param recursive if all child meshes should also be removed from the scene
  34048. * @returns the index where the mesh was in the mesh list
  34049. */
  34050. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34051. /**
  34052. * Add a transform node to the list of scene's transform nodes
  34053. * @param newTransformNode defines the transform node to add
  34054. */
  34055. addTransformNode(newTransformNode: TransformNode): void;
  34056. /**
  34057. * Remove a transform node for the list of scene's transform nodes
  34058. * @param toRemove defines the transform node to remove
  34059. * @returns the index where the transform node was in the transform node list
  34060. */
  34061. removeTransformNode(toRemove: TransformNode): number;
  34062. /**
  34063. * Remove a skeleton for the list of scene's skeletons
  34064. * @param toRemove defines the skeleton to remove
  34065. * @returns the index where the skeleton was in the skeleton list
  34066. */
  34067. removeSkeleton(toRemove: Skeleton): number;
  34068. /**
  34069. * Remove a morph target for the list of scene's morph targets
  34070. * @param toRemove defines the morph target to remove
  34071. * @returns the index where the morph target was in the morph target list
  34072. */
  34073. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34074. /**
  34075. * Remove a light for the list of scene's lights
  34076. * @param toRemove defines the light to remove
  34077. * @returns the index where the light was in the light list
  34078. */
  34079. removeLight(toRemove: Light): number;
  34080. /**
  34081. * Remove a camera for the list of scene's cameras
  34082. * @param toRemove defines the camera to remove
  34083. * @returns the index where the camera was in the camera list
  34084. */
  34085. removeCamera(toRemove: Camera): number;
  34086. /**
  34087. * Remove a particle system for the list of scene's particle systems
  34088. * @param toRemove defines the particle system to remove
  34089. * @returns the index where the particle system was in the particle system list
  34090. */
  34091. removeParticleSystem(toRemove: IParticleSystem): number;
  34092. /**
  34093. * Remove a animation for the list of scene's animations
  34094. * @param toRemove defines the animation to remove
  34095. * @returns the index where the animation was in the animation list
  34096. */
  34097. removeAnimation(toRemove: Animation): number;
  34098. /**
  34099. * Will stop the animation of the given target
  34100. * @param target - the target
  34101. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34102. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34103. */
  34104. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34105. /**
  34106. * Removes the given animation group from this scene.
  34107. * @param toRemove The animation group to remove
  34108. * @returns The index of the removed animation group
  34109. */
  34110. removeAnimationGroup(toRemove: AnimationGroup): number;
  34111. /**
  34112. * Removes the given multi-material from this scene.
  34113. * @param toRemove The multi-material to remove
  34114. * @returns The index of the removed multi-material
  34115. */
  34116. removeMultiMaterial(toRemove: MultiMaterial): number;
  34117. /**
  34118. * Removes the given material from this scene.
  34119. * @param toRemove The material to remove
  34120. * @returns The index of the removed material
  34121. */
  34122. removeMaterial(toRemove: Material): number;
  34123. /**
  34124. * Removes the given action manager from this scene.
  34125. * @param toRemove The action manager to remove
  34126. * @returns The index of the removed action manager
  34127. */
  34128. removeActionManager(toRemove: AbstractActionManager): number;
  34129. /**
  34130. * Removes the given texture from this scene.
  34131. * @param toRemove The texture to remove
  34132. * @returns The index of the removed texture
  34133. */
  34134. removeTexture(toRemove: BaseTexture): number;
  34135. /**
  34136. * Adds the given light to this scene
  34137. * @param newLight The light to add
  34138. */
  34139. addLight(newLight: Light): void;
  34140. /**
  34141. * Sorts the list list based on light priorities
  34142. */
  34143. sortLightsByPriority(): void;
  34144. /**
  34145. * Adds the given camera to this scene
  34146. * @param newCamera The camera to add
  34147. */
  34148. addCamera(newCamera: Camera): void;
  34149. /**
  34150. * Adds the given skeleton to this scene
  34151. * @param newSkeleton The skeleton to add
  34152. */
  34153. addSkeleton(newSkeleton: Skeleton): void;
  34154. /**
  34155. * Adds the given particle system to this scene
  34156. * @param newParticleSystem The particle system to add
  34157. */
  34158. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34159. /**
  34160. * Adds the given animation to this scene
  34161. * @param newAnimation The animation to add
  34162. */
  34163. addAnimation(newAnimation: Animation): void;
  34164. /**
  34165. * Adds the given animation group to this scene.
  34166. * @param newAnimationGroup The animation group to add
  34167. */
  34168. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34169. /**
  34170. * Adds the given multi-material to this scene
  34171. * @param newMultiMaterial The multi-material to add
  34172. */
  34173. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34174. /**
  34175. * Adds the given material to this scene
  34176. * @param newMaterial The material to add
  34177. */
  34178. addMaterial(newMaterial: Material): void;
  34179. /**
  34180. * Adds the given morph target to this scene
  34181. * @param newMorphTargetManager The morph target to add
  34182. */
  34183. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34184. /**
  34185. * Adds the given geometry to this scene
  34186. * @param newGeometry The geometry to add
  34187. */
  34188. addGeometry(newGeometry: Geometry): void;
  34189. /**
  34190. * Adds the given action manager to this scene
  34191. * @param newActionManager The action manager to add
  34192. */
  34193. addActionManager(newActionManager: AbstractActionManager): void;
  34194. /**
  34195. * Adds the given texture to this scene.
  34196. * @param newTexture The texture to add
  34197. */
  34198. addTexture(newTexture: BaseTexture): void;
  34199. /**
  34200. * Switch active camera
  34201. * @param newCamera defines the new active camera
  34202. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34203. */
  34204. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34205. /**
  34206. * sets the active camera of the scene using its ID
  34207. * @param id defines the camera's ID
  34208. * @return the new active camera or null if none found.
  34209. */
  34210. setActiveCameraByID(id: string): Nullable<Camera>;
  34211. /**
  34212. * sets the active camera of the scene using its name
  34213. * @param name defines the camera's name
  34214. * @returns the new active camera or null if none found.
  34215. */
  34216. setActiveCameraByName(name: string): Nullable<Camera>;
  34217. /**
  34218. * get an animation group using its name
  34219. * @param name defines the material's name
  34220. * @return the animation group or null if none found.
  34221. */
  34222. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34223. /**
  34224. * Get a material using its unique id
  34225. * @param uniqueId defines the material's unique id
  34226. * @return the material or null if none found.
  34227. */
  34228. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34229. /**
  34230. * get a material using its id
  34231. * @param id defines the material's ID
  34232. * @return the material or null if none found.
  34233. */
  34234. getMaterialByID(id: string): Nullable<Material>;
  34235. /**
  34236. * Gets a the last added material using a given id
  34237. * @param id defines the material's ID
  34238. * @return the last material with the given id or null if none found.
  34239. */
  34240. getLastMaterialByID(id: string): Nullable<Material>;
  34241. /**
  34242. * Gets a material using its name
  34243. * @param name defines the material's name
  34244. * @return the material or null if none found.
  34245. */
  34246. getMaterialByName(name: string): Nullable<Material>;
  34247. /**
  34248. * Get a texture using its unique id
  34249. * @param uniqueId defines the texture's unique id
  34250. * @return the texture or null if none found.
  34251. */
  34252. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34253. /**
  34254. * Gets a camera using its id
  34255. * @param id defines the id to look for
  34256. * @returns the camera or null if not found
  34257. */
  34258. getCameraByID(id: string): Nullable<Camera>;
  34259. /**
  34260. * Gets a camera using its unique id
  34261. * @param uniqueId defines the unique id to look for
  34262. * @returns the camera or null if not found
  34263. */
  34264. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34265. /**
  34266. * Gets a camera using its name
  34267. * @param name defines the camera's name
  34268. * @return the camera or null if none found.
  34269. */
  34270. getCameraByName(name: string): Nullable<Camera>;
  34271. /**
  34272. * Gets a bone using its id
  34273. * @param id defines the bone's id
  34274. * @return the bone or null if not found
  34275. */
  34276. getBoneByID(id: string): Nullable<Bone>;
  34277. /**
  34278. * Gets a bone using its id
  34279. * @param name defines the bone's name
  34280. * @return the bone or null if not found
  34281. */
  34282. getBoneByName(name: string): Nullable<Bone>;
  34283. /**
  34284. * Gets a light node using its name
  34285. * @param name defines the the light's name
  34286. * @return the light or null if none found.
  34287. */
  34288. getLightByName(name: string): Nullable<Light>;
  34289. /**
  34290. * Gets a light node using its id
  34291. * @param id defines the light's id
  34292. * @return the light or null if none found.
  34293. */
  34294. getLightByID(id: string): Nullable<Light>;
  34295. /**
  34296. * Gets a light node using its scene-generated unique ID
  34297. * @param uniqueId defines the light's unique id
  34298. * @return the light or null if none found.
  34299. */
  34300. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34301. /**
  34302. * Gets a particle system by id
  34303. * @param id defines the particle system id
  34304. * @return the corresponding system or null if none found
  34305. */
  34306. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34307. /**
  34308. * Gets a geometry using its ID
  34309. * @param id defines the geometry's id
  34310. * @return the geometry or null if none found.
  34311. */
  34312. getGeometryByID(id: string): Nullable<Geometry>;
  34313. private _getGeometryByUniqueID;
  34314. /**
  34315. * Add a new geometry to this scene
  34316. * @param geometry defines the geometry to be added to the scene.
  34317. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34318. * @return a boolean defining if the geometry was added or not
  34319. */
  34320. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34321. /**
  34322. * Removes an existing geometry
  34323. * @param geometry defines the geometry to be removed from the scene
  34324. * @return a boolean defining if the geometry was removed or not
  34325. */
  34326. removeGeometry(geometry: Geometry): boolean;
  34327. /**
  34328. * Gets the list of geometries attached to the scene
  34329. * @returns an array of Geometry
  34330. */
  34331. getGeometries(): Geometry[];
  34332. /**
  34333. * Gets the first added mesh found of a given ID
  34334. * @param id defines the id to search for
  34335. * @return the mesh found or null if not found at all
  34336. */
  34337. getMeshByID(id: string): Nullable<AbstractMesh>;
  34338. /**
  34339. * Gets a list of meshes using their id
  34340. * @param id defines the id to search for
  34341. * @returns a list of meshes
  34342. */
  34343. getMeshesByID(id: string): Array<AbstractMesh>;
  34344. /**
  34345. * Gets the first added transform node found of a given ID
  34346. * @param id defines the id to search for
  34347. * @return the found transform node or null if not found at all.
  34348. */
  34349. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34350. /**
  34351. * Gets a transform node with its auto-generated unique id
  34352. * @param uniqueId efines the unique id to search for
  34353. * @return the found transform node or null if not found at all.
  34354. */
  34355. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34356. /**
  34357. * Gets a list of transform nodes using their id
  34358. * @param id defines the id to search for
  34359. * @returns a list of transform nodes
  34360. */
  34361. getTransformNodesByID(id: string): Array<TransformNode>;
  34362. /**
  34363. * Gets a mesh with its auto-generated unique id
  34364. * @param uniqueId defines the unique id to search for
  34365. * @return the found mesh or null if not found at all.
  34366. */
  34367. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34368. /**
  34369. * Gets a the last added mesh using a given id
  34370. * @param id defines the id to search for
  34371. * @return the found mesh or null if not found at all.
  34372. */
  34373. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34374. /**
  34375. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34376. * @param id defines the id to search for
  34377. * @return the found node or null if not found at all
  34378. */
  34379. getLastEntryByID(id: string): Nullable<Node>;
  34380. /**
  34381. * Gets a node (Mesh, Camera, Light) using a given id
  34382. * @param id defines the id to search for
  34383. * @return the found node or null if not found at all
  34384. */
  34385. getNodeByID(id: string): Nullable<Node>;
  34386. /**
  34387. * Gets a node (Mesh, Camera, Light) using a given name
  34388. * @param name defines the name to search for
  34389. * @return the found node or null if not found at all.
  34390. */
  34391. getNodeByName(name: string): Nullable<Node>;
  34392. /**
  34393. * Gets a mesh using a given name
  34394. * @param name defines the name to search for
  34395. * @return the found mesh or null if not found at all.
  34396. */
  34397. getMeshByName(name: string): Nullable<AbstractMesh>;
  34398. /**
  34399. * Gets a transform node using a given name
  34400. * @param name defines the name to search for
  34401. * @return the found transform node or null if not found at all.
  34402. */
  34403. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34404. /**
  34405. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34406. * @param id defines the id to search for
  34407. * @return the found skeleton or null if not found at all.
  34408. */
  34409. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34410. /**
  34411. * Gets a skeleton using a given auto generated unique id
  34412. * @param uniqueId defines the unique id to search for
  34413. * @return the found skeleton or null if not found at all.
  34414. */
  34415. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34416. /**
  34417. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34418. * @param id defines the id to search for
  34419. * @return the found skeleton or null if not found at all.
  34420. */
  34421. getSkeletonById(id: string): Nullable<Skeleton>;
  34422. /**
  34423. * Gets a skeleton using a given name
  34424. * @param name defines the name to search for
  34425. * @return the found skeleton or null if not found at all.
  34426. */
  34427. getSkeletonByName(name: string): Nullable<Skeleton>;
  34428. /**
  34429. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34430. * @param id defines the id to search for
  34431. * @return the found morph target manager or null if not found at all.
  34432. */
  34433. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34434. /**
  34435. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34436. * @param id defines the id to search for
  34437. * @return the found morph target or null if not found at all.
  34438. */
  34439. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34440. /**
  34441. * Gets a boolean indicating if the given mesh is active
  34442. * @param mesh defines the mesh to look for
  34443. * @returns true if the mesh is in the active list
  34444. */
  34445. isActiveMesh(mesh: AbstractMesh): boolean;
  34446. /**
  34447. * Return a unique id as a string which can serve as an identifier for the scene
  34448. */
  34449. readonly uid: string;
  34450. /**
  34451. * Add an externaly attached data from its key.
  34452. * This method call will fail and return false, if such key already exists.
  34453. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  34454. * @param key the unique key that identifies the data
  34455. * @param data the data object to associate to the key for this Engine instance
  34456. * @return true if no such key were already present and the data was added successfully, false otherwise
  34457. */
  34458. addExternalData<T>(key: string, data: T): boolean;
  34459. /**
  34460. * Get an externaly attached data from its key
  34461. * @param key the unique key that identifies the data
  34462. * @return the associated data, if present (can be null), or undefined if not present
  34463. */
  34464. getExternalData<T>(key: string): Nullable<T>;
  34465. /**
  34466. * Get an externaly attached data from its key, create it using a factory if it's not already present
  34467. * @param key the unique key that identifies the data
  34468. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  34469. * @return the associated data, can be null if the factory returned null.
  34470. */
  34471. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  34472. /**
  34473. * Remove an externaly attached data from the Engine instance
  34474. * @param key the unique key that identifies the data
  34475. * @return true if the data was successfully removed, false if it doesn't exist
  34476. */
  34477. removeExternalData(key: string): boolean;
  34478. private _evaluateSubMesh;
  34479. /**
  34480. * Clear the processed materials smart array preventing retention point in material dispose.
  34481. */
  34482. freeProcessedMaterials(): void;
  34483. private _preventFreeActiveMeshesAndRenderingGroups;
  34484. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  34485. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  34486. * when disposing several meshes in a row or a hierarchy of meshes.
  34487. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  34488. */
  34489. blockfreeActiveMeshesAndRenderingGroups: boolean;
  34490. /**
  34491. * Clear the active meshes smart array preventing retention point in mesh dispose.
  34492. */
  34493. freeActiveMeshes(): void;
  34494. /**
  34495. * Clear the info related to rendering groups preventing retention points during dispose.
  34496. */
  34497. freeRenderingGroups(): void;
  34498. /** @hidden */
  34499. _isInIntermediateRendering(): boolean;
  34500. /**
  34501. * Lambda returning the list of potentially active meshes.
  34502. */
  34503. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  34504. /**
  34505. * Lambda returning the list of potentially active sub meshes.
  34506. */
  34507. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  34508. /**
  34509. * Lambda returning the list of potentially intersecting sub meshes.
  34510. */
  34511. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  34512. /**
  34513. * Lambda returning the list of potentially colliding sub meshes.
  34514. */
  34515. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  34516. private _activeMeshesFrozen;
  34517. /**
  34518. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  34519. * @returns the current scene
  34520. */
  34521. freezeActiveMeshes(): Scene;
  34522. /**
  34523. * Use this function to restart evaluating active meshes on every frame
  34524. * @returns the current scene
  34525. */
  34526. unfreezeActiveMeshes(): Scene;
  34527. private _evaluateActiveMeshes;
  34528. private _activeMesh;
  34529. /**
  34530. * Update the transform matrix to update from the current active camera
  34531. * @param force defines a boolean used to force the update even if cache is up to date
  34532. */
  34533. updateTransformMatrix(force?: boolean): void;
  34534. private _bindFrameBuffer;
  34535. /** @hidden */
  34536. _allowPostProcessClearColor: boolean;
  34537. /** @hidden */
  34538. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  34539. private _processSubCameras;
  34540. private _checkIntersections;
  34541. /** @hidden */
  34542. _advancePhysicsEngineStep(step: number): void;
  34543. /**
  34544. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  34545. */
  34546. getDeterministicFrameTime: () => number;
  34547. /** @hidden */
  34548. _animate(): void;
  34549. /** Execute all animations (for a frame) */
  34550. animate(): void;
  34551. /**
  34552. * Render the scene
  34553. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  34554. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  34555. */
  34556. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  34557. /**
  34558. * Freeze all materials
  34559. * A frozen material will not be updatable but should be faster to render
  34560. */
  34561. freezeMaterials(): void;
  34562. /**
  34563. * Unfreeze all materials
  34564. * A frozen material will not be updatable but should be faster to render
  34565. */
  34566. unfreezeMaterials(): void;
  34567. /**
  34568. * Releases all held ressources
  34569. */
  34570. dispose(): void;
  34571. /**
  34572. * Gets if the scene is already disposed
  34573. */
  34574. readonly isDisposed: boolean;
  34575. /**
  34576. * Call this function to reduce memory footprint of the scene.
  34577. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  34578. */
  34579. clearCachedVertexData(): void;
  34580. /**
  34581. * This function will remove the local cached buffer data from texture.
  34582. * It will save memory but will prevent the texture from being rebuilt
  34583. */
  34584. cleanCachedTextureBuffer(): void;
  34585. /**
  34586. * Get the world extend vectors with an optional filter
  34587. *
  34588. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  34589. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  34590. */
  34591. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  34592. min: Vector3;
  34593. max: Vector3;
  34594. };
  34595. /**
  34596. * Creates a ray that can be used to pick in the scene
  34597. * @param x defines the x coordinate of the origin (on-screen)
  34598. * @param y defines the y coordinate of the origin (on-screen)
  34599. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  34600. * @param camera defines the camera to use for the picking
  34601. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  34602. * @returns a Ray
  34603. */
  34604. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  34605. /**
  34606. * Creates a ray that can be used to pick in the scene
  34607. * @param x defines the x coordinate of the origin (on-screen)
  34608. * @param y defines the y coordinate of the origin (on-screen)
  34609. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  34610. * @param result defines the ray where to store the picking ray
  34611. * @param camera defines the camera to use for the picking
  34612. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  34613. * @returns the current scene
  34614. */
  34615. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  34616. /**
  34617. * Creates a ray that can be used to pick in the scene
  34618. * @param x defines the x coordinate of the origin (on-screen)
  34619. * @param y defines the y coordinate of the origin (on-screen)
  34620. * @param camera defines the camera to use for the picking
  34621. * @returns a Ray
  34622. */
  34623. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  34624. /**
  34625. * Creates a ray that can be used to pick in the scene
  34626. * @param x defines the x coordinate of the origin (on-screen)
  34627. * @param y defines the y coordinate of the origin (on-screen)
  34628. * @param result defines the ray where to store the picking ray
  34629. * @param camera defines the camera to use for the picking
  34630. * @returns the current scene
  34631. */
  34632. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  34633. /** Launch a ray to try to pick a mesh in the scene
  34634. * @param x position on screen
  34635. * @param y position on screen
  34636. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  34637. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  34638. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  34639. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  34640. * @returns a PickingInfo
  34641. */
  34642. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  34643. /** Use the given ray to pick a mesh in the scene
  34644. * @param ray The ray to use to pick meshes
  34645. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  34646. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  34647. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  34648. * @returns a PickingInfo
  34649. */
  34650. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  34651. /**
  34652. * Launch a ray to try to pick a mesh in the scene
  34653. * @param x X position on screen
  34654. * @param y Y position on screen
  34655. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  34656. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  34657. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  34658. * @returns an array of PickingInfo
  34659. */
  34660. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  34661. /**
  34662. * Launch a ray to try to pick a mesh in the scene
  34663. * @param ray Ray to use
  34664. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  34665. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  34666. * @returns an array of PickingInfo
  34667. */
  34668. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  34669. /**
  34670. * Force the value of meshUnderPointer
  34671. * @param mesh defines the mesh to use
  34672. */
  34673. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34674. /**
  34675. * Gets the mesh under the pointer
  34676. * @returns a Mesh or null if no mesh is under the pointer
  34677. */
  34678. getPointerOverMesh(): Nullable<AbstractMesh>;
  34679. /** @hidden */
  34680. _rebuildGeometries(): void;
  34681. /** @hidden */
  34682. _rebuildTextures(): void;
  34683. private _getByTags;
  34684. /**
  34685. * Get a list of meshes by tags
  34686. * @param tagsQuery defines the tags query to use
  34687. * @param forEach defines a predicate used to filter results
  34688. * @returns an array of Mesh
  34689. */
  34690. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  34691. /**
  34692. * Get a list of cameras by tags
  34693. * @param tagsQuery defines the tags query to use
  34694. * @param forEach defines a predicate used to filter results
  34695. * @returns an array of Camera
  34696. */
  34697. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  34698. /**
  34699. * Get a list of lights by tags
  34700. * @param tagsQuery defines the tags query to use
  34701. * @param forEach defines a predicate used to filter results
  34702. * @returns an array of Light
  34703. */
  34704. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  34705. /**
  34706. * Get a list of materials by tags
  34707. * @param tagsQuery defines the tags query to use
  34708. * @param forEach defines a predicate used to filter results
  34709. * @returns an array of Material
  34710. */
  34711. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  34712. /**
  34713. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  34714. * This allowed control for front to back rendering or reversly depending of the special needs.
  34715. *
  34716. * @param renderingGroupId The rendering group id corresponding to its index
  34717. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  34718. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  34719. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  34720. */
  34721. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  34722. /**
  34723. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  34724. *
  34725. * @param renderingGroupId The rendering group id corresponding to its index
  34726. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  34727. * @param depth Automatically clears depth between groups if true and autoClear is true.
  34728. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  34729. */
  34730. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  34731. /**
  34732. * Gets the current auto clear configuration for one rendering group of the rendering
  34733. * manager.
  34734. * @param index the rendering group index to get the information for
  34735. * @returns The auto clear setup for the requested rendering group
  34736. */
  34737. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  34738. private _blockMaterialDirtyMechanism;
  34739. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  34740. blockMaterialDirtyMechanism: boolean;
  34741. /**
  34742. * Will flag all materials as dirty to trigger new shader compilation
  34743. * @param flag defines the flag used to specify which material part must be marked as dirty
  34744. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  34745. */
  34746. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  34747. /** @hidden */
  34748. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  34749. /** @hidden */
  34750. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  34751. }
  34752. }
  34753. declare module BABYLON {
  34754. /**
  34755. * Set of assets to keep when moving a scene into an asset container.
  34756. */
  34757. export class KeepAssets extends AbstractScene {
  34758. }
  34759. /**
  34760. * Container with a set of assets that can be added or removed from a scene.
  34761. */
  34762. export class AssetContainer extends AbstractScene {
  34763. /**
  34764. * The scene the AssetContainer belongs to.
  34765. */
  34766. scene: Scene;
  34767. /**
  34768. * Instantiates an AssetContainer.
  34769. * @param scene The scene the AssetContainer belongs to.
  34770. */
  34771. constructor(scene: Scene);
  34772. /**
  34773. * Adds all the assets from the container to the scene.
  34774. */
  34775. addAllToScene(): void;
  34776. /**
  34777. * Removes all the assets in the container from the scene
  34778. */
  34779. removeAllFromScene(): void;
  34780. /**
  34781. * Disposes all the assets in the container
  34782. */
  34783. dispose(): void;
  34784. private _moveAssets;
  34785. /**
  34786. * Removes all the assets contained in the scene and adds them to the container.
  34787. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  34788. */
  34789. moveAllFromScene(keepAssets?: KeepAssets): void;
  34790. /**
  34791. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  34792. * @returns the root mesh
  34793. */
  34794. createRootMesh(): Mesh;
  34795. }
  34796. }
  34797. declare module BABYLON {
  34798. /**
  34799. * Defines how the parser contract is defined.
  34800. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  34801. */
  34802. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  34803. /**
  34804. * Defines how the individual parser contract is defined.
  34805. * These parser can parse an individual asset
  34806. */
  34807. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  34808. /**
  34809. * Base class of the scene acting as a container for the different elements composing a scene.
  34810. * This class is dynamically extended by the different components of the scene increasing
  34811. * flexibility and reducing coupling
  34812. */
  34813. export abstract class AbstractScene {
  34814. /**
  34815. * Stores the list of available parsers in the application.
  34816. */
  34817. private static _BabylonFileParsers;
  34818. /**
  34819. * Stores the list of available individual parsers in the application.
  34820. */
  34821. private static _IndividualBabylonFileParsers;
  34822. /**
  34823. * Adds a parser in the list of available ones
  34824. * @param name Defines the name of the parser
  34825. * @param parser Defines the parser to add
  34826. */
  34827. static AddParser(name: string, parser: BabylonFileParser): void;
  34828. /**
  34829. * Gets a general parser from the list of avaialble ones
  34830. * @param name Defines the name of the parser
  34831. * @returns the requested parser or null
  34832. */
  34833. static GetParser(name: string): Nullable<BabylonFileParser>;
  34834. /**
  34835. * Adds n individual parser in the list of available ones
  34836. * @param name Defines the name of the parser
  34837. * @param parser Defines the parser to add
  34838. */
  34839. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  34840. /**
  34841. * Gets an individual parser from the list of avaialble ones
  34842. * @param name Defines the name of the parser
  34843. * @returns the requested parser or null
  34844. */
  34845. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  34846. /**
  34847. * Parser json data and populate both a scene and its associated container object
  34848. * @param jsonData Defines the data to parse
  34849. * @param scene Defines the scene to parse the data for
  34850. * @param container Defines the container attached to the parsing sequence
  34851. * @param rootUrl Defines the root url of the data
  34852. */
  34853. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  34854. /**
  34855. * Gets the list of root nodes (ie. nodes with no parent)
  34856. */
  34857. rootNodes: Node[];
  34858. /** All of the cameras added to this scene
  34859. * @see http://doc.babylonjs.com/babylon101/cameras
  34860. */
  34861. cameras: Camera[];
  34862. /**
  34863. * All of the lights added to this scene
  34864. * @see http://doc.babylonjs.com/babylon101/lights
  34865. */
  34866. lights: Light[];
  34867. /**
  34868. * All of the (abstract) meshes added to this scene
  34869. */
  34870. meshes: AbstractMesh[];
  34871. /**
  34872. * The list of skeletons added to the scene
  34873. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  34874. */
  34875. skeletons: Skeleton[];
  34876. /**
  34877. * All of the particle systems added to this scene
  34878. * @see http://doc.babylonjs.com/babylon101/particles
  34879. */
  34880. particleSystems: IParticleSystem[];
  34881. /**
  34882. * Gets a list of Animations associated with the scene
  34883. */
  34884. animations: Animation[];
  34885. /**
  34886. * All of the animation groups added to this scene
  34887. * @see http://doc.babylonjs.com/how_to/group
  34888. */
  34889. animationGroups: AnimationGroup[];
  34890. /**
  34891. * All of the multi-materials added to this scene
  34892. * @see http://doc.babylonjs.com/how_to/multi_materials
  34893. */
  34894. multiMaterials: MultiMaterial[];
  34895. /**
  34896. * All of the materials added to this scene
  34897. * In the context of a Scene, it is not supposed to be modified manually.
  34898. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  34899. * Note also that the order of the Material wihin the array is not significant and might change.
  34900. * @see http://doc.babylonjs.com/babylon101/materials
  34901. */
  34902. materials: Material[];
  34903. /**
  34904. * The list of morph target managers added to the scene
  34905. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  34906. */
  34907. morphTargetManagers: MorphTargetManager[];
  34908. /**
  34909. * The list of geometries used in the scene.
  34910. */
  34911. geometries: Geometry[];
  34912. /**
  34913. * All of the tranform nodes added to this scene
  34914. * In the context of a Scene, it is not supposed to be modified manually.
  34915. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  34916. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  34917. * @see http://doc.babylonjs.com/how_to/transformnode
  34918. */
  34919. transformNodes: TransformNode[];
  34920. /**
  34921. * ActionManagers available on the scene.
  34922. */
  34923. actionManagers: AbstractActionManager[];
  34924. /**
  34925. * Textures to keep.
  34926. */
  34927. textures: BaseTexture[];
  34928. /**
  34929. * Environment texture for the scene
  34930. */
  34931. environmentTexture: Nullable<BaseTexture>;
  34932. }
  34933. }
  34934. declare module BABYLON {
  34935. /**
  34936. * Interface used to define options for Sound class
  34937. */
  34938. export interface ISoundOptions {
  34939. /**
  34940. * Does the sound autoplay once loaded.
  34941. */
  34942. autoplay?: boolean;
  34943. /**
  34944. * Does the sound loop after it finishes playing once.
  34945. */
  34946. loop?: boolean;
  34947. /**
  34948. * Sound's volume
  34949. */
  34950. volume?: number;
  34951. /**
  34952. * Is it a spatial sound?
  34953. */
  34954. spatialSound?: boolean;
  34955. /**
  34956. * Maximum distance to hear that sound
  34957. */
  34958. maxDistance?: number;
  34959. /**
  34960. * Uses user defined attenuation function
  34961. */
  34962. useCustomAttenuation?: boolean;
  34963. /**
  34964. * Define the roll off factor of spatial sounds.
  34965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  34966. */
  34967. rolloffFactor?: number;
  34968. /**
  34969. * Define the reference distance the sound should be heard perfectly.
  34970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  34971. */
  34972. refDistance?: number;
  34973. /**
  34974. * Define the distance attenuation model the sound will follow.
  34975. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  34976. */
  34977. distanceModel?: string;
  34978. /**
  34979. * Defines the playback speed (1 by default)
  34980. */
  34981. playbackRate?: number;
  34982. /**
  34983. * Defines if the sound is from a streaming source
  34984. */
  34985. streaming?: boolean;
  34986. /**
  34987. * Defines an optional length (in seconds) inside the sound file
  34988. */
  34989. length?: number;
  34990. /**
  34991. * Defines an optional offset (in seconds) inside the sound file
  34992. */
  34993. offset?: number;
  34994. /**
  34995. * If true, URLs will not be required to state the audio file codec to use.
  34996. */
  34997. skipCodecCheck?: boolean;
  34998. }
  34999. /**
  35000. * Defines a sound that can be played in the application.
  35001. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35003. */
  35004. export class Sound {
  35005. /**
  35006. * The name of the sound in the scene.
  35007. */
  35008. name: string;
  35009. /**
  35010. * Does the sound autoplay once loaded.
  35011. */
  35012. autoplay: boolean;
  35013. /**
  35014. * Does the sound loop after it finishes playing once.
  35015. */
  35016. loop: boolean;
  35017. /**
  35018. * Does the sound use a custom attenuation curve to simulate the falloff
  35019. * happening when the source gets further away from the camera.
  35020. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35021. */
  35022. useCustomAttenuation: boolean;
  35023. /**
  35024. * The sound track id this sound belongs to.
  35025. */
  35026. soundTrackId: number;
  35027. /**
  35028. * Is this sound currently played.
  35029. */
  35030. isPlaying: boolean;
  35031. /**
  35032. * Is this sound currently paused.
  35033. */
  35034. isPaused: boolean;
  35035. /**
  35036. * Does this sound enables spatial sound.
  35037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35038. */
  35039. spatialSound: boolean;
  35040. /**
  35041. * Define the reference distance the sound should be heard perfectly.
  35042. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35043. */
  35044. refDistance: number;
  35045. /**
  35046. * Define the roll off factor of spatial sounds.
  35047. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35048. */
  35049. rolloffFactor: number;
  35050. /**
  35051. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35052. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35053. */
  35054. maxDistance: number;
  35055. /**
  35056. * Define the distance attenuation model the sound will follow.
  35057. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35058. */
  35059. distanceModel: string;
  35060. /**
  35061. * @hidden
  35062. * Back Compat
  35063. **/
  35064. onended: () => any;
  35065. /**
  35066. * Observable event when the current playing sound finishes.
  35067. */
  35068. onEndedObservable: Observable<Sound>;
  35069. private _panningModel;
  35070. private _playbackRate;
  35071. private _streaming;
  35072. private _startTime;
  35073. private _startOffset;
  35074. private _position;
  35075. /** @hidden */
  35076. _positionInEmitterSpace: boolean;
  35077. private _localDirection;
  35078. private _volume;
  35079. private _isReadyToPlay;
  35080. private _isDirectional;
  35081. private _readyToPlayCallback;
  35082. private _audioBuffer;
  35083. private _soundSource;
  35084. private _streamingSource;
  35085. private _soundPanner;
  35086. private _soundGain;
  35087. private _inputAudioNode;
  35088. private _outputAudioNode;
  35089. private _coneInnerAngle;
  35090. private _coneOuterAngle;
  35091. private _coneOuterGain;
  35092. private _scene;
  35093. private _connectedTransformNode;
  35094. private _customAttenuationFunction;
  35095. private _registerFunc;
  35096. private _isOutputConnected;
  35097. private _htmlAudioElement;
  35098. private _urlType;
  35099. private _length?;
  35100. private _offset?;
  35101. /** @hidden */
  35102. static _SceneComponentInitialization: (scene: Scene) => void;
  35103. /**
  35104. * Create a sound and attach it to a scene
  35105. * @param name Name of your sound
  35106. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35107. * @param scene defines the scene the sound belongs to
  35108. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35109. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35110. */
  35111. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35112. /**
  35113. * Release the sound and its associated resources
  35114. */
  35115. dispose(): void;
  35116. /**
  35117. * Gets if the sounds is ready to be played or not.
  35118. * @returns true if ready, otherwise false
  35119. */
  35120. isReady(): boolean;
  35121. private _soundLoaded;
  35122. /**
  35123. * Sets the data of the sound from an audiobuffer
  35124. * @param audioBuffer The audioBuffer containing the data
  35125. */
  35126. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35127. /**
  35128. * Updates the current sounds options such as maxdistance, loop...
  35129. * @param options A JSON object containing values named as the object properties
  35130. */
  35131. updateOptions(options: ISoundOptions): void;
  35132. private _createSpatialParameters;
  35133. private _updateSpatialParameters;
  35134. /**
  35135. * Switch the panning model to HRTF:
  35136. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35137. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35138. */
  35139. switchPanningModelToHRTF(): void;
  35140. /**
  35141. * Switch the panning model to Equal Power:
  35142. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35143. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35144. */
  35145. switchPanningModelToEqualPower(): void;
  35146. private _switchPanningModel;
  35147. /**
  35148. * Connect this sound to a sound track audio node like gain...
  35149. * @param soundTrackAudioNode the sound track audio node to connect to
  35150. */
  35151. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35152. /**
  35153. * Transform this sound into a directional source
  35154. * @param coneInnerAngle Size of the inner cone in degree
  35155. * @param coneOuterAngle Size of the outer cone in degree
  35156. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35157. */
  35158. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35159. /**
  35160. * Gets or sets the inner angle for the directional cone.
  35161. */
  35162. /**
  35163. * Gets or sets the inner angle for the directional cone.
  35164. */
  35165. directionalConeInnerAngle: number;
  35166. /**
  35167. * Gets or sets the outer angle for the directional cone.
  35168. */
  35169. /**
  35170. * Gets or sets the outer angle for the directional cone.
  35171. */
  35172. directionalConeOuterAngle: number;
  35173. /**
  35174. * Sets the position of the emitter if spatial sound is enabled
  35175. * @param newPosition Defines the new posisiton
  35176. */
  35177. setPosition(newPosition: Vector3): void;
  35178. /**
  35179. * Sets the local direction of the emitter if spatial sound is enabled
  35180. * @param newLocalDirection Defines the new local direction
  35181. */
  35182. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35183. private _updateDirection;
  35184. /** @hidden */
  35185. updateDistanceFromListener(): void;
  35186. /**
  35187. * Sets a new custom attenuation function for the sound.
  35188. * @param callback Defines the function used for the attenuation
  35189. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35190. */
  35191. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35192. /**
  35193. * Play the sound
  35194. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35195. * @param offset (optional) Start the sound at a specific time in seconds
  35196. * @param length (optional) Sound duration (in seconds)
  35197. */
  35198. play(time?: number, offset?: number, length?: number): void;
  35199. private _onended;
  35200. /**
  35201. * Stop the sound
  35202. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35203. */
  35204. stop(time?: number): void;
  35205. /**
  35206. * Put the sound in pause
  35207. */
  35208. pause(): void;
  35209. /**
  35210. * Sets a dedicated volume for this sounds
  35211. * @param newVolume Define the new volume of the sound
  35212. * @param time Define time for gradual change to new volume
  35213. */
  35214. setVolume(newVolume: number, time?: number): void;
  35215. /**
  35216. * Set the sound play back rate
  35217. * @param newPlaybackRate Define the playback rate the sound should be played at
  35218. */
  35219. setPlaybackRate(newPlaybackRate: number): void;
  35220. /**
  35221. * Gets the volume of the sound.
  35222. * @returns the volume of the sound
  35223. */
  35224. getVolume(): number;
  35225. /**
  35226. * Attach the sound to a dedicated mesh
  35227. * @param transformNode The transform node to connect the sound with
  35228. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35229. */
  35230. attachToMesh(transformNode: TransformNode): void;
  35231. /**
  35232. * Detach the sound from the previously attached mesh
  35233. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35234. */
  35235. detachFromMesh(): void;
  35236. private _onRegisterAfterWorldMatrixUpdate;
  35237. /**
  35238. * Clone the current sound in the scene.
  35239. * @returns the new sound clone
  35240. */
  35241. clone(): Nullable<Sound>;
  35242. /**
  35243. * Gets the current underlying audio buffer containing the data
  35244. * @returns the audio buffer
  35245. */
  35246. getAudioBuffer(): Nullable<AudioBuffer>;
  35247. /**
  35248. * Serializes the Sound in a JSON representation
  35249. * @returns the JSON representation of the sound
  35250. */
  35251. serialize(): any;
  35252. /**
  35253. * Parse a JSON representation of a sound to innstantiate in a given scene
  35254. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35255. * @param scene Define the scene the new parsed sound should be created in
  35256. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35257. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35258. * @returns the newly parsed sound
  35259. */
  35260. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35261. }
  35262. }
  35263. declare module BABYLON {
  35264. /**
  35265. * This defines an action helpful to play a defined sound on a triggered action.
  35266. */
  35267. export class PlaySoundAction extends Action {
  35268. private _sound;
  35269. /**
  35270. * Instantiate the action
  35271. * @param triggerOptions defines the trigger options
  35272. * @param sound defines the sound to play
  35273. * @param condition defines the trigger related conditions
  35274. */
  35275. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35276. /** @hidden */
  35277. _prepare(): void;
  35278. /**
  35279. * Execute the action and play the sound.
  35280. */
  35281. execute(): void;
  35282. /**
  35283. * Serializes the actions and its related information.
  35284. * @param parent defines the object to serialize in
  35285. * @returns the serialized object
  35286. */
  35287. serialize(parent: any): any;
  35288. }
  35289. /**
  35290. * This defines an action helpful to stop a defined sound on a triggered action.
  35291. */
  35292. export class StopSoundAction extends Action {
  35293. private _sound;
  35294. /**
  35295. * Instantiate the action
  35296. * @param triggerOptions defines the trigger options
  35297. * @param sound defines the sound to stop
  35298. * @param condition defines the trigger related conditions
  35299. */
  35300. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35301. /** @hidden */
  35302. _prepare(): void;
  35303. /**
  35304. * Execute the action and stop the sound.
  35305. */
  35306. execute(): void;
  35307. /**
  35308. * Serializes the actions and its related information.
  35309. * @param parent defines the object to serialize in
  35310. * @returns the serialized object
  35311. */
  35312. serialize(parent: any): any;
  35313. }
  35314. }
  35315. declare module BABYLON {
  35316. /**
  35317. * This defines an action responsible to change the value of a property
  35318. * by interpolating between its current value and the newly set one once triggered.
  35319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35320. */
  35321. export class InterpolateValueAction extends Action {
  35322. /**
  35323. * Defines the path of the property where the value should be interpolated
  35324. */
  35325. propertyPath: string;
  35326. /**
  35327. * Defines the target value at the end of the interpolation.
  35328. */
  35329. value: any;
  35330. /**
  35331. * Defines the time it will take for the property to interpolate to the value.
  35332. */
  35333. duration: number;
  35334. /**
  35335. * Defines if the other scene animations should be stopped when the action has been triggered
  35336. */
  35337. stopOtherAnimations?: boolean;
  35338. /**
  35339. * Defines a callback raised once the interpolation animation has been done.
  35340. */
  35341. onInterpolationDone?: () => void;
  35342. /**
  35343. * Observable triggered once the interpolation animation has been done.
  35344. */
  35345. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35346. private _target;
  35347. private _effectiveTarget;
  35348. private _property;
  35349. /**
  35350. * Instantiate the action
  35351. * @param triggerOptions defines the trigger options
  35352. * @param target defines the object containing the value to interpolate
  35353. * @param propertyPath defines the path to the property in the target object
  35354. * @param value defines the target value at the end of the interpolation
  35355. * @param duration deines the time it will take for the property to interpolate to the value.
  35356. * @param condition defines the trigger related conditions
  35357. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35358. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35359. */
  35360. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35361. /** @hidden */
  35362. _prepare(): void;
  35363. /**
  35364. * Execute the action starts the value interpolation.
  35365. */
  35366. execute(): void;
  35367. /**
  35368. * Serializes the actions and its related information.
  35369. * @param parent defines the object to serialize in
  35370. * @returns the serialized object
  35371. */
  35372. serialize(parent: any): any;
  35373. }
  35374. }
  35375. declare module BABYLON {
  35376. /**
  35377. * Options allowed during the creation of a sound track.
  35378. */
  35379. export interface ISoundTrackOptions {
  35380. /**
  35381. * The volume the sound track should take during creation
  35382. */
  35383. volume?: number;
  35384. /**
  35385. * Define if the sound track is the main sound track of the scene
  35386. */
  35387. mainTrack?: boolean;
  35388. }
  35389. /**
  35390. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35391. * It will be also used in a future release to apply effects on a specific track.
  35392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35393. */
  35394. export class SoundTrack {
  35395. /**
  35396. * The unique identifier of the sound track in the scene.
  35397. */
  35398. id: number;
  35399. /**
  35400. * The list of sounds included in the sound track.
  35401. */
  35402. soundCollection: Array<Sound>;
  35403. private _outputAudioNode;
  35404. private _scene;
  35405. private _isMainTrack;
  35406. private _connectedAnalyser;
  35407. private _options;
  35408. private _isInitialized;
  35409. /**
  35410. * Creates a new sound track.
  35411. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35412. * @param scene Define the scene the sound track belongs to
  35413. * @param options
  35414. */
  35415. constructor(scene: Scene, options?: ISoundTrackOptions);
  35416. private _initializeSoundTrackAudioGraph;
  35417. /**
  35418. * Release the sound track and its associated resources
  35419. */
  35420. dispose(): void;
  35421. /**
  35422. * Adds a sound to this sound track
  35423. * @param sound define the cound to add
  35424. * @ignoreNaming
  35425. */
  35426. AddSound(sound: Sound): void;
  35427. /**
  35428. * Removes a sound to this sound track
  35429. * @param sound define the cound to remove
  35430. * @ignoreNaming
  35431. */
  35432. RemoveSound(sound: Sound): void;
  35433. /**
  35434. * Set a global volume for the full sound track.
  35435. * @param newVolume Define the new volume of the sound track
  35436. */
  35437. setVolume(newVolume: number): void;
  35438. /**
  35439. * Switch the panning model to HRTF:
  35440. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35441. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35442. */
  35443. switchPanningModelToHRTF(): void;
  35444. /**
  35445. * Switch the panning model to Equal Power:
  35446. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35447. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35448. */
  35449. switchPanningModelToEqualPower(): void;
  35450. /**
  35451. * Connect the sound track to an audio analyser allowing some amazing
  35452. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  35453. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  35454. * @param analyser The analyser to connect to the engine
  35455. */
  35456. connectToAnalyser(analyser: Analyser): void;
  35457. }
  35458. }
  35459. declare module BABYLON {
  35460. interface AbstractScene {
  35461. /**
  35462. * The list of sounds used in the scene.
  35463. */
  35464. sounds: Nullable<Array<Sound>>;
  35465. }
  35466. interface Scene {
  35467. /**
  35468. * @hidden
  35469. * Backing field
  35470. */
  35471. _mainSoundTrack: SoundTrack;
  35472. /**
  35473. * The main sound track played by the scene.
  35474. * It cotains your primary collection of sounds.
  35475. */
  35476. mainSoundTrack: SoundTrack;
  35477. /**
  35478. * The list of sound tracks added to the scene
  35479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35480. */
  35481. soundTracks: Nullable<Array<SoundTrack>>;
  35482. /**
  35483. * Gets a sound using a given name
  35484. * @param name defines the name to search for
  35485. * @return the found sound or null if not found at all.
  35486. */
  35487. getSoundByName(name: string): Nullable<Sound>;
  35488. /**
  35489. * Gets or sets if audio support is enabled
  35490. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35491. */
  35492. audioEnabled: boolean;
  35493. /**
  35494. * Gets or sets if audio will be output to headphones
  35495. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35496. */
  35497. headphone: boolean;
  35498. /**
  35499. * Gets or sets custom audio listener position provider
  35500. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35501. */
  35502. audioListenerPositionProvider: Nullable<() => Vector3>;
  35503. }
  35504. /**
  35505. * Defines the sound scene component responsible to manage any sounds
  35506. * in a given scene.
  35507. */
  35508. export class AudioSceneComponent implements ISceneSerializableComponent {
  35509. /**
  35510. * The component name helpfull to identify the component in the list of scene components.
  35511. */
  35512. readonly name: string;
  35513. /**
  35514. * The scene the component belongs to.
  35515. */
  35516. scene: Scene;
  35517. private _audioEnabled;
  35518. /**
  35519. * Gets whether audio is enabled or not.
  35520. * Please use related enable/disable method to switch state.
  35521. */
  35522. readonly audioEnabled: boolean;
  35523. private _headphone;
  35524. /**
  35525. * Gets whether audio is outputing to headphone or not.
  35526. * Please use the according Switch methods to change output.
  35527. */
  35528. readonly headphone: boolean;
  35529. private _audioListenerPositionProvider;
  35530. /**
  35531. * Gets the current audio listener position provider
  35532. */
  35533. /**
  35534. * Sets a custom listener position for all sounds in the scene
  35535. * By default, this is the position of the first active camera
  35536. */
  35537. audioListenerPositionProvider: Nullable<() => Vector3>;
  35538. /**
  35539. * Creates a new instance of the component for the given scene
  35540. * @param scene Defines the scene to register the component in
  35541. */
  35542. constructor(scene: Scene);
  35543. /**
  35544. * Registers the component in a given scene
  35545. */
  35546. register(): void;
  35547. /**
  35548. * Rebuilds the elements related to this component in case of
  35549. * context lost for instance.
  35550. */
  35551. rebuild(): void;
  35552. /**
  35553. * Serializes the component data to the specified json object
  35554. * @param serializationObject The object to serialize to
  35555. */
  35556. serialize(serializationObject: any): void;
  35557. /**
  35558. * Adds all the elements from the container to the scene
  35559. * @param container the container holding the elements
  35560. */
  35561. addFromContainer(container: AbstractScene): void;
  35562. /**
  35563. * Removes all the elements in the container from the scene
  35564. * @param container contains the elements to remove
  35565. * @param dispose if the removed element should be disposed (default: false)
  35566. */
  35567. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  35568. /**
  35569. * Disposes the component and the associated ressources.
  35570. */
  35571. dispose(): void;
  35572. /**
  35573. * Disables audio in the associated scene.
  35574. */
  35575. disableAudio(): void;
  35576. /**
  35577. * Enables audio in the associated scene.
  35578. */
  35579. enableAudio(): void;
  35580. /**
  35581. * Switch audio to headphone output.
  35582. */
  35583. switchAudioModeForHeadphones(): void;
  35584. /**
  35585. * Switch audio to normal speakers.
  35586. */
  35587. switchAudioModeForNormalSpeakers(): void;
  35588. private _afterRender;
  35589. }
  35590. }
  35591. declare module BABYLON {
  35592. /**
  35593. * Wraps one or more Sound objects and selects one with random weight for playback.
  35594. */
  35595. export class WeightedSound {
  35596. /** When true a Sound will be selected and played when the current playing Sound completes. */
  35597. loop: boolean;
  35598. private _coneInnerAngle;
  35599. private _coneOuterAngle;
  35600. private _volume;
  35601. /** A Sound is currently playing. */
  35602. isPlaying: boolean;
  35603. /** A Sound is currently paused. */
  35604. isPaused: boolean;
  35605. private _sounds;
  35606. private _weights;
  35607. private _currentIndex?;
  35608. /**
  35609. * Creates a new WeightedSound from the list of sounds given.
  35610. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  35611. * @param sounds Array of Sounds that will be selected from.
  35612. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  35613. */
  35614. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  35615. /**
  35616. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  35617. */
  35618. /**
  35619. * The size of cone in degress for a directional sound in which there will be no attenuation.
  35620. */
  35621. directionalConeInnerAngle: number;
  35622. /**
  35623. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  35624. * Listener angles between innerAngle and outerAngle will falloff linearly.
  35625. */
  35626. /**
  35627. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  35628. * Listener angles between innerAngle and outerAngle will falloff linearly.
  35629. */
  35630. directionalConeOuterAngle: number;
  35631. /**
  35632. * Playback volume.
  35633. */
  35634. /**
  35635. * Playback volume.
  35636. */
  35637. volume: number;
  35638. private _onended;
  35639. /**
  35640. * Suspend playback
  35641. */
  35642. pause(): void;
  35643. /**
  35644. * Stop playback
  35645. */
  35646. stop(): void;
  35647. /**
  35648. * Start playback.
  35649. * @param startOffset Position the clip head at a specific time in seconds.
  35650. */
  35651. play(startOffset?: number): void;
  35652. }
  35653. }
  35654. declare module BABYLON {
  35655. /**
  35656. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  35657. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  35658. */
  35659. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  35660. /**
  35661. * Gets the name of the behavior.
  35662. */
  35663. readonly name: string;
  35664. /**
  35665. * The easing function used by animations
  35666. */
  35667. static EasingFunction: BackEase;
  35668. /**
  35669. * The easing mode used by animations
  35670. */
  35671. static EasingMode: number;
  35672. /**
  35673. * The duration of the animation, in milliseconds
  35674. */
  35675. transitionDuration: number;
  35676. /**
  35677. * Length of the distance animated by the transition when lower radius is reached
  35678. */
  35679. lowerRadiusTransitionRange: number;
  35680. /**
  35681. * Length of the distance animated by the transition when upper radius is reached
  35682. */
  35683. upperRadiusTransitionRange: number;
  35684. private _autoTransitionRange;
  35685. /**
  35686. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  35687. */
  35688. /**
  35689. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  35690. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  35691. */
  35692. autoTransitionRange: boolean;
  35693. private _attachedCamera;
  35694. private _onAfterCheckInputsObserver;
  35695. private _onMeshTargetChangedObserver;
  35696. /**
  35697. * Initializes the behavior.
  35698. */
  35699. init(): void;
  35700. /**
  35701. * Attaches the behavior to its arc rotate camera.
  35702. * @param camera Defines the camera to attach the behavior to
  35703. */
  35704. attach(camera: ArcRotateCamera): void;
  35705. /**
  35706. * Detaches the behavior from its current arc rotate camera.
  35707. */
  35708. detach(): void;
  35709. private _radiusIsAnimating;
  35710. private _radiusBounceTransition;
  35711. private _animatables;
  35712. private _cachedWheelPrecision;
  35713. /**
  35714. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  35715. * @param radiusLimit The limit to check against.
  35716. * @return Bool to indicate if at limit.
  35717. */
  35718. private _isRadiusAtLimit;
  35719. /**
  35720. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  35721. * @param radiusDelta The delta by which to animate to. Can be negative.
  35722. */
  35723. private _applyBoundRadiusAnimation;
  35724. /**
  35725. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  35726. */
  35727. protected _clearAnimationLocks(): void;
  35728. /**
  35729. * Stops and removes all animations that have been applied to the camera
  35730. */
  35731. stopAllAnimations(): void;
  35732. }
  35733. }
  35734. declare module BABYLON {
  35735. /**
  35736. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  35737. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  35738. */
  35739. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  35740. /**
  35741. * Gets the name of the behavior.
  35742. */
  35743. readonly name: string;
  35744. private _mode;
  35745. private _radiusScale;
  35746. private _positionScale;
  35747. private _defaultElevation;
  35748. private _elevationReturnTime;
  35749. private _elevationReturnWaitTime;
  35750. private _zoomStopsAnimation;
  35751. private _framingTime;
  35752. /**
  35753. * The easing function used by animations
  35754. */
  35755. static EasingFunction: ExponentialEase;
  35756. /**
  35757. * The easing mode used by animations
  35758. */
  35759. static EasingMode: number;
  35760. /**
  35761. * Sets the current mode used by the behavior
  35762. */
  35763. /**
  35764. * Gets current mode used by the behavior.
  35765. */
  35766. mode: number;
  35767. /**
  35768. * Sets the scale applied to the radius (1 by default)
  35769. */
  35770. /**
  35771. * Gets the scale applied to the radius
  35772. */
  35773. radiusScale: number;
  35774. /**
  35775. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  35776. */
  35777. /**
  35778. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  35779. */
  35780. positionScale: number;
  35781. /**
  35782. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  35783. * behaviour is triggered, in radians.
  35784. */
  35785. /**
  35786. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  35787. * behaviour is triggered, in radians.
  35788. */
  35789. defaultElevation: number;
  35790. /**
  35791. * Sets the time (in milliseconds) taken to return to the default beta position.
  35792. * Negative value indicates camera should not return to default.
  35793. */
  35794. /**
  35795. * Gets the time (in milliseconds) taken to return to the default beta position.
  35796. * Negative value indicates camera should not return to default.
  35797. */
  35798. elevationReturnTime: number;
  35799. /**
  35800. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  35801. */
  35802. /**
  35803. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  35804. */
  35805. elevationReturnWaitTime: number;
  35806. /**
  35807. * Sets the flag that indicates if user zooming should stop animation.
  35808. */
  35809. /**
  35810. * Gets the flag that indicates if user zooming should stop animation.
  35811. */
  35812. zoomStopsAnimation: boolean;
  35813. /**
  35814. * Sets the transition time when framing the mesh, in milliseconds
  35815. */
  35816. /**
  35817. * Gets the transition time when framing the mesh, in milliseconds
  35818. */
  35819. framingTime: number;
  35820. /**
  35821. * Define if the behavior should automatically change the configured
  35822. * camera limits and sensibilities.
  35823. */
  35824. autoCorrectCameraLimitsAndSensibility: boolean;
  35825. private _onPrePointerObservableObserver;
  35826. private _onAfterCheckInputsObserver;
  35827. private _onMeshTargetChangedObserver;
  35828. private _attachedCamera;
  35829. private _isPointerDown;
  35830. private _lastInteractionTime;
  35831. /**
  35832. * Initializes the behavior.
  35833. */
  35834. init(): void;
  35835. /**
  35836. * Attaches the behavior to its arc rotate camera.
  35837. * @param camera Defines the camera to attach the behavior to
  35838. */
  35839. attach(camera: ArcRotateCamera): void;
  35840. /**
  35841. * Detaches the behavior from its current arc rotate camera.
  35842. */
  35843. detach(): void;
  35844. private _animatables;
  35845. private _betaIsAnimating;
  35846. private _betaTransition;
  35847. private _radiusTransition;
  35848. private _vectorTransition;
  35849. /**
  35850. * Targets the given mesh and updates zoom level accordingly.
  35851. * @param mesh The mesh to target.
  35852. * @param radius Optional. If a cached radius position already exists, overrides default.
  35853. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  35854. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  35855. * @param onAnimationEnd Callback triggered at the end of the framing animation
  35856. */
  35857. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  35858. /**
  35859. * Targets the given mesh with its children and updates zoom level accordingly.
  35860. * @param mesh The mesh to target.
  35861. * @param radius Optional. If a cached radius position already exists, overrides default.
  35862. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  35863. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  35864. * @param onAnimationEnd Callback triggered at the end of the framing animation
  35865. */
  35866. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  35867. /**
  35868. * Targets the given meshes with their children and updates zoom level accordingly.
  35869. * @param meshes The mesh to target.
  35870. * @param radius Optional. If a cached radius position already exists, overrides default.
  35871. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  35872. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  35873. * @param onAnimationEnd Callback triggered at the end of the framing animation
  35874. */
  35875. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  35876. /**
  35877. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  35878. * @param minimumWorld Determines the smaller position of the bounding box extend
  35879. * @param maximumWorld Determines the bigger position of the bounding box extend
  35880. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  35881. * @param onAnimationEnd Callback triggered at the end of the framing animation
  35882. */
  35883. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  35884. /**
  35885. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  35886. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  35887. * frustum width.
  35888. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  35889. * to fully enclose the mesh in the viewing frustum.
  35890. */
  35891. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  35892. /**
  35893. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  35894. * is automatically returned to its default position (expected to be above ground plane).
  35895. */
  35896. private _maintainCameraAboveGround;
  35897. /**
  35898. * Returns the frustum slope based on the canvas ratio and camera FOV
  35899. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  35900. */
  35901. private _getFrustumSlope;
  35902. /**
  35903. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  35904. */
  35905. private _clearAnimationLocks;
  35906. /**
  35907. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  35908. */
  35909. private _applyUserInteraction;
  35910. /**
  35911. * Stops and removes all animations that have been applied to the camera
  35912. */
  35913. stopAllAnimations(): void;
  35914. /**
  35915. * Gets a value indicating if the user is moving the camera
  35916. */
  35917. readonly isUserIsMoving: boolean;
  35918. /**
  35919. * The camera can move all the way towards the mesh.
  35920. */
  35921. static IgnoreBoundsSizeMode: number;
  35922. /**
  35923. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  35924. */
  35925. static FitFrustumSidesMode: number;
  35926. }
  35927. }
  35928. declare module BABYLON {
  35929. /**
  35930. * Base class for Camera Pointer Inputs.
  35931. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  35932. * for example usage.
  35933. */
  35934. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  35935. /**
  35936. * Defines the camera the input is attached to.
  35937. */
  35938. abstract camera: Camera;
  35939. /**
  35940. * Whether keyboard modifier keys are pressed at time of last mouse event.
  35941. */
  35942. protected _altKey: boolean;
  35943. protected _ctrlKey: boolean;
  35944. protected _metaKey: boolean;
  35945. protected _shiftKey: boolean;
  35946. /**
  35947. * Which mouse buttons were pressed at time of last mouse event.
  35948. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  35949. */
  35950. protected _buttonsPressed: number;
  35951. /**
  35952. * Defines the buttons associated with the input to handle camera move.
  35953. */
  35954. buttons: number[];
  35955. /**
  35956. * Attach the input controls to a specific dom element to get the input from.
  35957. * @param element Defines the element the controls should be listened from
  35958. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  35959. */
  35960. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  35961. /**
  35962. * Detach the current controls from the specified dom element.
  35963. * @param element Defines the element to stop listening the inputs from
  35964. */
  35965. detachControl(element: Nullable<HTMLElement>): void;
  35966. /**
  35967. * Gets the class name of the current input.
  35968. * @returns the class name
  35969. */
  35970. getClassName(): string;
  35971. /**
  35972. * Get the friendly name associated with the input class.
  35973. * @returns the input friendly name
  35974. */
  35975. getSimpleName(): string;
  35976. /**
  35977. * Called on pointer POINTERDOUBLETAP event.
  35978. * Override this method to provide functionality on POINTERDOUBLETAP event.
  35979. */
  35980. protected onDoubleTap(type: string): void;
  35981. /**
  35982. * Called on pointer POINTERMOVE event if only a single touch is active.
  35983. * Override this method to provide functionality.
  35984. */
  35985. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  35986. /**
  35987. * Called on pointer POINTERMOVE event if multiple touches are active.
  35988. * Override this method to provide functionality.
  35989. */
  35990. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  35991. /**
  35992. * Called on JS contextmenu event.
  35993. * Override this method to provide functionality.
  35994. */
  35995. protected onContextMenu(evt: PointerEvent): void;
  35996. /**
  35997. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  35998. * press.
  35999. * Override this method to provide functionality.
  36000. */
  36001. protected onButtonDown(evt: PointerEvent): void;
  36002. /**
  36003. * Called each time a new POINTERUP event occurs. Ie, for each button
  36004. * release.
  36005. * Override this method to provide functionality.
  36006. */
  36007. protected onButtonUp(evt: PointerEvent): void;
  36008. /**
  36009. * Called when window becomes inactive.
  36010. * Override this method to provide functionality.
  36011. */
  36012. protected onLostFocus(): void;
  36013. private _pointerInput;
  36014. private _observer;
  36015. private _onLostFocus;
  36016. private pointA;
  36017. private pointB;
  36018. }
  36019. }
  36020. declare module BABYLON {
  36021. /**
  36022. * Manage the pointers inputs to control an arc rotate camera.
  36023. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36024. */
  36025. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36026. /**
  36027. * Defines the camera the input is attached to.
  36028. */
  36029. camera: ArcRotateCamera;
  36030. /**
  36031. * Gets the class name of the current input.
  36032. * @returns the class name
  36033. */
  36034. getClassName(): string;
  36035. /**
  36036. * Defines the buttons associated with the input to handle camera move.
  36037. */
  36038. buttons: number[];
  36039. /**
  36040. * Defines the pointer angular sensibility along the X axis or how fast is
  36041. * the camera rotating.
  36042. */
  36043. angularSensibilityX: number;
  36044. /**
  36045. * Defines the pointer angular sensibility along the Y axis or how fast is
  36046. * the camera rotating.
  36047. */
  36048. angularSensibilityY: number;
  36049. /**
  36050. * Defines the pointer pinch precision or how fast is the camera zooming.
  36051. */
  36052. pinchPrecision: number;
  36053. /**
  36054. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36055. * from 0.
  36056. * It defines the percentage of current camera.radius to use as delta when
  36057. * pinch zoom is used.
  36058. */
  36059. pinchDeltaPercentage: number;
  36060. /**
  36061. * Defines the pointer panning sensibility or how fast is the camera moving.
  36062. */
  36063. panningSensibility: number;
  36064. /**
  36065. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36066. */
  36067. multiTouchPanning: boolean;
  36068. /**
  36069. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36070. * zoom (pinch) through multitouch.
  36071. */
  36072. multiTouchPanAndZoom: boolean;
  36073. /**
  36074. * Revers pinch action direction.
  36075. */
  36076. pinchInwards: boolean;
  36077. private _isPanClick;
  36078. private _twoFingerActivityCount;
  36079. private _isPinching;
  36080. /**
  36081. * Called on pointer POINTERMOVE event if only a single touch is active.
  36082. */
  36083. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36084. /**
  36085. * Called on pointer POINTERDOUBLETAP event.
  36086. */
  36087. protected onDoubleTap(type: string): void;
  36088. /**
  36089. * Called on pointer POINTERMOVE event if multiple touches are active.
  36090. */
  36091. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36092. /**
  36093. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36094. * press.
  36095. */
  36096. protected onButtonDown(evt: PointerEvent): void;
  36097. /**
  36098. * Called each time a new POINTERUP event occurs. Ie, for each button
  36099. * release.
  36100. */
  36101. protected onButtonUp(evt: PointerEvent): void;
  36102. /**
  36103. * Called when window becomes inactive.
  36104. */
  36105. protected onLostFocus(): void;
  36106. }
  36107. }
  36108. declare module BABYLON {
  36109. /**
  36110. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36111. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36112. */
  36113. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36114. /**
  36115. * Defines the camera the input is attached to.
  36116. */
  36117. camera: ArcRotateCamera;
  36118. /**
  36119. * Defines the list of key codes associated with the up action (increase alpha)
  36120. */
  36121. keysUp: number[];
  36122. /**
  36123. * Defines the list of key codes associated with the down action (decrease alpha)
  36124. */
  36125. keysDown: number[];
  36126. /**
  36127. * Defines the list of key codes associated with the left action (increase beta)
  36128. */
  36129. keysLeft: number[];
  36130. /**
  36131. * Defines the list of key codes associated with the right action (decrease beta)
  36132. */
  36133. keysRight: number[];
  36134. /**
  36135. * Defines the list of key codes associated with the reset action.
  36136. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36137. */
  36138. keysReset: number[];
  36139. /**
  36140. * Defines the panning sensibility of the inputs.
  36141. * (How fast is the camera paning)
  36142. */
  36143. panningSensibility: number;
  36144. /**
  36145. * Defines the zooming sensibility of the inputs.
  36146. * (How fast is the camera zooming)
  36147. */
  36148. zoomingSensibility: number;
  36149. /**
  36150. * Defines wether maintaining the alt key down switch the movement mode from
  36151. * orientation to zoom.
  36152. */
  36153. useAltToZoom: boolean;
  36154. /**
  36155. * Rotation speed of the camera
  36156. */
  36157. angularSpeed: number;
  36158. private _keys;
  36159. private _ctrlPressed;
  36160. private _altPressed;
  36161. private _onCanvasBlurObserver;
  36162. private _onKeyboardObserver;
  36163. private _engine;
  36164. private _scene;
  36165. /**
  36166. * Attach the input controls to a specific dom element to get the input from.
  36167. * @param element Defines the element the controls should be listened from
  36168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36169. */
  36170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36171. /**
  36172. * Detach the current controls from the specified dom element.
  36173. * @param element Defines the element to stop listening the inputs from
  36174. */
  36175. detachControl(element: Nullable<HTMLElement>): void;
  36176. /**
  36177. * Update the current camera state depending on the inputs that have been used this frame.
  36178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36179. */
  36180. checkInputs(): void;
  36181. /**
  36182. * Gets the class name of the current intput.
  36183. * @returns the class name
  36184. */
  36185. getClassName(): string;
  36186. /**
  36187. * Get the friendly name associated with the input class.
  36188. * @returns the input friendly name
  36189. */
  36190. getSimpleName(): string;
  36191. }
  36192. }
  36193. declare module BABYLON {
  36194. /**
  36195. * Manage the mouse wheel inputs to control an arc rotate camera.
  36196. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36197. */
  36198. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36199. /**
  36200. * Defines the camera the input is attached to.
  36201. */
  36202. camera: ArcRotateCamera;
  36203. /**
  36204. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36205. */
  36206. wheelPrecision: number;
  36207. /**
  36208. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36209. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36210. */
  36211. wheelDeltaPercentage: number;
  36212. private _wheel;
  36213. private _observer;
  36214. private computeDeltaFromMouseWheelLegacyEvent;
  36215. /**
  36216. * Attach the input controls to a specific dom element to get the input from.
  36217. * @param element Defines the element the controls should be listened from
  36218. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36219. */
  36220. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36221. /**
  36222. * Detach the current controls from the specified dom element.
  36223. * @param element Defines the element to stop listening the inputs from
  36224. */
  36225. detachControl(element: Nullable<HTMLElement>): void;
  36226. /**
  36227. * Gets the class name of the current intput.
  36228. * @returns the class name
  36229. */
  36230. getClassName(): string;
  36231. /**
  36232. * Get the friendly name associated with the input class.
  36233. * @returns the input friendly name
  36234. */
  36235. getSimpleName(): string;
  36236. }
  36237. }
  36238. declare module BABYLON {
  36239. /**
  36240. * Default Inputs manager for the ArcRotateCamera.
  36241. * It groups all the default supported inputs for ease of use.
  36242. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36243. */
  36244. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36245. /**
  36246. * Instantiates a new ArcRotateCameraInputsManager.
  36247. * @param camera Defines the camera the inputs belong to
  36248. */
  36249. constructor(camera: ArcRotateCamera);
  36250. /**
  36251. * Add mouse wheel input support to the input manager.
  36252. * @returns the current input manager
  36253. */
  36254. addMouseWheel(): ArcRotateCameraInputsManager;
  36255. /**
  36256. * Add pointers input support to the input manager.
  36257. * @returns the current input manager
  36258. */
  36259. addPointers(): ArcRotateCameraInputsManager;
  36260. /**
  36261. * Add keyboard input support to the input manager.
  36262. * @returns the current input manager
  36263. */
  36264. addKeyboard(): ArcRotateCameraInputsManager;
  36265. }
  36266. }
  36267. declare module BABYLON {
  36268. /**
  36269. * This represents an orbital type of camera.
  36270. *
  36271. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  36272. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  36273. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36274. */
  36275. export class ArcRotateCamera extends TargetCamera {
  36276. /**
  36277. * Defines the rotation angle of the camera along the longitudinal axis.
  36278. */
  36279. alpha: number;
  36280. /**
  36281. * Defines the rotation angle of the camera along the latitudinal axis.
  36282. */
  36283. beta: number;
  36284. /**
  36285. * Defines the radius of the camera from it s target point.
  36286. */
  36287. radius: number;
  36288. protected _target: Vector3;
  36289. protected _targetHost: Nullable<AbstractMesh>;
  36290. /**
  36291. * Defines the target point of the camera.
  36292. * The camera looks towards it form the radius distance.
  36293. */
  36294. target: Vector3;
  36295. /**
  36296. * Define the current local position of the camera in the scene
  36297. */
  36298. position: Vector3;
  36299. protected _upVector: Vector3;
  36300. protected _upToYMatrix: Matrix;
  36301. protected _YToUpMatrix: Matrix;
  36302. /**
  36303. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36304. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36305. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36306. */
  36307. upVector: Vector3;
  36308. /**
  36309. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36310. */
  36311. setMatUp(): void;
  36312. /**
  36313. * Current inertia value on the longitudinal axis.
  36314. * The bigger this number the longer it will take for the camera to stop.
  36315. */
  36316. inertialAlphaOffset: number;
  36317. /**
  36318. * Current inertia value on the latitudinal axis.
  36319. * The bigger this number the longer it will take for the camera to stop.
  36320. */
  36321. inertialBetaOffset: number;
  36322. /**
  36323. * Current inertia value on the radius axis.
  36324. * The bigger this number the longer it will take for the camera to stop.
  36325. */
  36326. inertialRadiusOffset: number;
  36327. /**
  36328. * Minimum allowed angle on the longitudinal axis.
  36329. * This can help limiting how the Camera is able to move in the scene.
  36330. */
  36331. lowerAlphaLimit: Nullable<number>;
  36332. /**
  36333. * Maximum allowed angle on the longitudinal axis.
  36334. * This can help limiting how the Camera is able to move in the scene.
  36335. */
  36336. upperAlphaLimit: Nullable<number>;
  36337. /**
  36338. * Minimum allowed angle on the latitudinal axis.
  36339. * This can help limiting how the Camera is able to move in the scene.
  36340. */
  36341. lowerBetaLimit: number;
  36342. /**
  36343. * Maximum allowed angle on the latitudinal axis.
  36344. * This can help limiting how the Camera is able to move in the scene.
  36345. */
  36346. upperBetaLimit: number;
  36347. /**
  36348. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36349. * This can help limiting how the Camera is able to move in the scene.
  36350. */
  36351. lowerRadiusLimit: Nullable<number>;
  36352. /**
  36353. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36354. * This can help limiting how the Camera is able to move in the scene.
  36355. */
  36356. upperRadiusLimit: Nullable<number>;
  36357. /**
  36358. * Defines the current inertia value used during panning of the camera along the X axis.
  36359. */
  36360. inertialPanningX: number;
  36361. /**
  36362. * Defines the current inertia value used during panning of the camera along the Y axis.
  36363. */
  36364. inertialPanningY: number;
  36365. /**
  36366. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  36367. * Basically if your fingers moves away from more than this distance you will be considered
  36368. * in pinch mode.
  36369. */
  36370. pinchToPanMaxDistance: number;
  36371. /**
  36372. * Defines the maximum distance the camera can pan.
  36373. * This could help keeping the cammera always in your scene.
  36374. */
  36375. panningDistanceLimit: Nullable<number>;
  36376. /**
  36377. * Defines the target of the camera before paning.
  36378. */
  36379. panningOriginTarget: Vector3;
  36380. /**
  36381. * Defines the value of the inertia used during panning.
  36382. * 0 would mean stop inertia and one would mean no decelleration at all.
  36383. */
  36384. panningInertia: number;
  36385. /**
  36386. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  36387. */
  36388. angularSensibilityX: number;
  36389. /**
  36390. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  36391. */
  36392. angularSensibilityY: number;
  36393. /**
  36394. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  36395. */
  36396. pinchPrecision: number;
  36397. /**
  36398. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  36399. * It will be used instead of pinchDeltaPrecision if different from 0.
  36400. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36401. */
  36402. pinchDeltaPercentage: number;
  36403. /**
  36404. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  36405. */
  36406. panningSensibility: number;
  36407. /**
  36408. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  36409. */
  36410. keysUp: number[];
  36411. /**
  36412. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  36413. */
  36414. keysDown: number[];
  36415. /**
  36416. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  36417. */
  36418. keysLeft: number[];
  36419. /**
  36420. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  36421. */
  36422. keysRight: number[];
  36423. /**
  36424. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36425. */
  36426. wheelPrecision: number;
  36427. /**
  36428. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  36429. * It will be used instead of pinchDeltaPrecision if different from 0.
  36430. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36431. */
  36432. wheelDeltaPercentage: number;
  36433. /**
  36434. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  36435. */
  36436. zoomOnFactor: number;
  36437. /**
  36438. * Defines a screen offset for the camera position.
  36439. */
  36440. targetScreenOffset: Vector2;
  36441. /**
  36442. * Allows the camera to be completely reversed.
  36443. * If false the camera can not arrive upside down.
  36444. */
  36445. allowUpsideDown: boolean;
  36446. /**
  36447. * Define if double tap/click is used to restore the previously saved state of the camera.
  36448. */
  36449. useInputToRestoreState: boolean;
  36450. /** @hidden */
  36451. _viewMatrix: Matrix;
  36452. /** @hidden */
  36453. _useCtrlForPanning: boolean;
  36454. /** @hidden */
  36455. _panningMouseButton: number;
  36456. /**
  36457. * Defines the input associated to the camera.
  36458. */
  36459. inputs: ArcRotateCameraInputsManager;
  36460. /** @hidden */
  36461. _reset: () => void;
  36462. /**
  36463. * Defines the allowed panning axis.
  36464. */
  36465. panningAxis: Vector3;
  36466. protected _localDirection: Vector3;
  36467. protected _transformedDirection: Vector3;
  36468. private _bouncingBehavior;
  36469. /**
  36470. * Gets the bouncing behavior of the camera if it has been enabled.
  36471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36472. */
  36473. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  36474. /**
  36475. * Defines if the bouncing behavior of the camera is enabled on the camera.
  36476. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36477. */
  36478. useBouncingBehavior: boolean;
  36479. private _framingBehavior;
  36480. /**
  36481. * Gets the framing behavior of the camera if it has been enabled.
  36482. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36483. */
  36484. readonly framingBehavior: Nullable<FramingBehavior>;
  36485. /**
  36486. * Defines if the framing behavior of the camera is enabled on the camera.
  36487. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36488. */
  36489. useFramingBehavior: boolean;
  36490. private _autoRotationBehavior;
  36491. /**
  36492. * Gets the auto rotation behavior of the camera if it has been enabled.
  36493. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  36494. */
  36495. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  36496. /**
  36497. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  36498. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  36499. */
  36500. useAutoRotationBehavior: boolean;
  36501. /**
  36502. * Observable triggered when the mesh target has been changed on the camera.
  36503. */
  36504. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  36505. /**
  36506. * Event raised when the camera is colliding with a mesh.
  36507. */
  36508. onCollide: (collidedMesh: AbstractMesh) => void;
  36509. /**
  36510. * Defines whether the camera should check collision with the objects oh the scene.
  36511. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  36512. */
  36513. checkCollisions: boolean;
  36514. /**
  36515. * Defines the collision radius of the camera.
  36516. * This simulates a sphere around the camera.
  36517. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  36518. */
  36519. collisionRadius: Vector3;
  36520. protected _collider: Collider;
  36521. protected _previousPosition: Vector3;
  36522. protected _collisionVelocity: Vector3;
  36523. protected _newPosition: Vector3;
  36524. protected _previousAlpha: number;
  36525. protected _previousBeta: number;
  36526. protected _previousRadius: number;
  36527. protected _collisionTriggered: boolean;
  36528. protected _targetBoundingCenter: Nullable<Vector3>;
  36529. private _computationVector;
  36530. /**
  36531. * Instantiates a new ArcRotateCamera in a given scene
  36532. * @param name Defines the name of the camera
  36533. * @param alpha Defines the camera rotation along the logitudinal axis
  36534. * @param beta Defines the camera rotation along the latitudinal axis
  36535. * @param radius Defines the camera distance from its target
  36536. * @param target Defines the camera target
  36537. * @param scene Defines the scene the camera belongs to
  36538. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  36539. */
  36540. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  36541. /** @hidden */
  36542. _initCache(): void;
  36543. /** @hidden */
  36544. _updateCache(ignoreParentClass?: boolean): void;
  36545. protected _getTargetPosition(): Vector3;
  36546. private _storedAlpha;
  36547. private _storedBeta;
  36548. private _storedRadius;
  36549. private _storedTarget;
  36550. private _storedTargetScreenOffset;
  36551. /**
  36552. * Stores the current state of the camera (alpha, beta, radius and target)
  36553. * @returns the camera itself
  36554. */
  36555. storeState(): Camera;
  36556. /**
  36557. * @hidden
  36558. * Restored camera state. You must call storeState() first
  36559. */
  36560. _restoreStateValues(): boolean;
  36561. /** @hidden */
  36562. _isSynchronizedViewMatrix(): boolean;
  36563. /**
  36564. * Attached controls to the current camera.
  36565. * @param element Defines the element the controls should be listened from
  36566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36567. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  36568. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  36569. */
  36570. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  36571. /**
  36572. * Detach the current controls from the camera.
  36573. * The camera will stop reacting to inputs.
  36574. * @param element Defines the element to stop listening the inputs from
  36575. */
  36576. detachControl(element: HTMLElement): void;
  36577. /** @hidden */
  36578. _checkInputs(): void;
  36579. protected _checkLimits(): void;
  36580. /**
  36581. * Rebuilds angles (alpha, beta) and radius from the give position and target
  36582. */
  36583. rebuildAnglesAndRadius(): void;
  36584. /**
  36585. * Use a position to define the current camera related information like alpha, beta and radius
  36586. * @param position Defines the position to set the camera at
  36587. */
  36588. setPosition(position: Vector3): void;
  36589. /**
  36590. * Defines the target the camera should look at.
  36591. * This will automatically adapt alpha beta and radius to fit within the new target.
  36592. * @param target Defines the new target as a Vector or a mesh
  36593. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  36594. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  36595. */
  36596. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  36597. /** @hidden */
  36598. _getViewMatrix(): Matrix;
  36599. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  36600. /**
  36601. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  36602. * @param meshes Defines the mesh to zoom on
  36603. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  36604. */
  36605. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  36606. /**
  36607. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  36608. * The target will be changed but the radius
  36609. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  36610. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  36611. */
  36612. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  36613. min: Vector3;
  36614. max: Vector3;
  36615. distance: number;
  36616. }, doNotUpdateMaxZ?: boolean): void;
  36617. /**
  36618. * @override
  36619. * Override Camera.createRigCamera
  36620. */
  36621. createRigCamera(name: string, cameraIndex: number): Camera;
  36622. /**
  36623. * @hidden
  36624. * @override
  36625. * Override Camera._updateRigCameras
  36626. */
  36627. _updateRigCameras(): void;
  36628. /**
  36629. * Destroy the camera and release the current resources hold by it.
  36630. */
  36631. dispose(): void;
  36632. /**
  36633. * Gets the current object class name.
  36634. * @return the class name
  36635. */
  36636. getClassName(): string;
  36637. }
  36638. }
  36639. declare module BABYLON {
  36640. /**
  36641. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  36642. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  36643. */
  36644. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  36645. /**
  36646. * Gets the name of the behavior.
  36647. */
  36648. readonly name: string;
  36649. private _zoomStopsAnimation;
  36650. private _idleRotationSpeed;
  36651. private _idleRotationWaitTime;
  36652. private _idleRotationSpinupTime;
  36653. /**
  36654. * Sets the flag that indicates if user zooming should stop animation.
  36655. */
  36656. /**
  36657. * Gets the flag that indicates if user zooming should stop animation.
  36658. */
  36659. zoomStopsAnimation: boolean;
  36660. /**
  36661. * Sets the default speed at which the camera rotates around the model.
  36662. */
  36663. /**
  36664. * Gets the default speed at which the camera rotates around the model.
  36665. */
  36666. idleRotationSpeed: number;
  36667. /**
  36668. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  36669. */
  36670. /**
  36671. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  36672. */
  36673. idleRotationWaitTime: number;
  36674. /**
  36675. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  36676. */
  36677. /**
  36678. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  36679. */
  36680. idleRotationSpinupTime: number;
  36681. /**
  36682. * Gets a value indicating if the camera is currently rotating because of this behavior
  36683. */
  36684. readonly rotationInProgress: boolean;
  36685. private _onPrePointerObservableObserver;
  36686. private _onAfterCheckInputsObserver;
  36687. private _attachedCamera;
  36688. private _isPointerDown;
  36689. private _lastFrameTime;
  36690. private _lastInteractionTime;
  36691. private _cameraRotationSpeed;
  36692. /**
  36693. * Initializes the behavior.
  36694. */
  36695. init(): void;
  36696. /**
  36697. * Attaches the behavior to its arc rotate camera.
  36698. * @param camera Defines the camera to attach the behavior to
  36699. */
  36700. attach(camera: ArcRotateCamera): void;
  36701. /**
  36702. * Detaches the behavior from its current arc rotate camera.
  36703. */
  36704. detach(): void;
  36705. /**
  36706. * Returns true if user is scrolling.
  36707. * @return true if user is scrolling.
  36708. */
  36709. private _userIsZooming;
  36710. private _lastFrameRadius;
  36711. private _shouldAnimationStopForInteraction;
  36712. /**
  36713. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36714. */
  36715. private _applyUserInteraction;
  36716. private _userIsMoving;
  36717. }
  36718. }
  36719. declare module BABYLON {
  36720. /**
  36721. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  36722. */
  36723. export class AttachToBoxBehavior implements Behavior<Mesh> {
  36724. private ui;
  36725. /**
  36726. * The name of the behavior
  36727. */
  36728. name: string;
  36729. /**
  36730. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  36731. */
  36732. distanceAwayFromFace: number;
  36733. /**
  36734. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  36735. */
  36736. distanceAwayFromBottomOfFace: number;
  36737. private _faceVectors;
  36738. private _target;
  36739. private _scene;
  36740. private _onRenderObserver;
  36741. private _tmpMatrix;
  36742. private _tmpVector;
  36743. /**
  36744. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  36745. * @param ui The transform node that should be attched to the mesh
  36746. */
  36747. constructor(ui: TransformNode);
  36748. /**
  36749. * Initializes the behavior
  36750. */
  36751. init(): void;
  36752. private _closestFace;
  36753. private _zeroVector;
  36754. private _lookAtTmpMatrix;
  36755. private _lookAtToRef;
  36756. /**
  36757. * Attaches the AttachToBoxBehavior to the passed in mesh
  36758. * @param target The mesh that the specified node will be attached to
  36759. */
  36760. attach(target: Mesh): void;
  36761. /**
  36762. * Detaches the behavior from the mesh
  36763. */
  36764. detach(): void;
  36765. }
  36766. }
  36767. declare module BABYLON {
  36768. /**
  36769. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  36770. */
  36771. export class FadeInOutBehavior implements Behavior<Mesh> {
  36772. /**
  36773. * Time in milliseconds to delay before fading in (Default: 0)
  36774. */
  36775. delay: number;
  36776. /**
  36777. * Time in milliseconds for the mesh to fade in (Default: 300)
  36778. */
  36779. fadeInTime: number;
  36780. private _millisecondsPerFrame;
  36781. private _hovered;
  36782. private _hoverValue;
  36783. private _ownerNode;
  36784. /**
  36785. * Instatiates the FadeInOutBehavior
  36786. */
  36787. constructor();
  36788. /**
  36789. * The name of the behavior
  36790. */
  36791. readonly name: string;
  36792. /**
  36793. * Initializes the behavior
  36794. */
  36795. init(): void;
  36796. /**
  36797. * Attaches the fade behavior on the passed in mesh
  36798. * @param ownerNode The mesh that will be faded in/out once attached
  36799. */
  36800. attach(ownerNode: Mesh): void;
  36801. /**
  36802. * Detaches the behavior from the mesh
  36803. */
  36804. detach(): void;
  36805. /**
  36806. * Triggers the mesh to begin fading in or out
  36807. * @param value if the object should fade in or out (true to fade in)
  36808. */
  36809. fadeIn(value: boolean): void;
  36810. private _update;
  36811. private _setAllVisibility;
  36812. }
  36813. }
  36814. declare module BABYLON {
  36815. /**
  36816. * Class containing a set of static utilities functions for managing Pivots
  36817. * @hidden
  36818. */
  36819. export class PivotTools {
  36820. private static _PivotCached;
  36821. private static _OldPivotPoint;
  36822. private static _PivotTranslation;
  36823. private static _PivotTmpVector;
  36824. /** @hidden */
  36825. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  36826. /** @hidden */
  36827. static _RestorePivotPoint(mesh: AbstractMesh): void;
  36828. }
  36829. }
  36830. declare module BABYLON {
  36831. /**
  36832. * Class containing static functions to help procedurally build meshes
  36833. */
  36834. export class PlaneBuilder {
  36835. /**
  36836. * Creates a plane mesh
  36837. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  36838. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  36839. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  36840. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36841. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  36842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  36843. * @param name defines the name of the mesh
  36844. * @param options defines the options used to create the mesh
  36845. * @param scene defines the hosting scene
  36846. * @returns the plane mesh
  36847. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  36848. */
  36849. static CreatePlane(name: string, options: {
  36850. size?: number;
  36851. width?: number;
  36852. height?: number;
  36853. sideOrientation?: number;
  36854. frontUVs?: Vector4;
  36855. backUVs?: Vector4;
  36856. updatable?: boolean;
  36857. sourcePlane?: Plane;
  36858. }, scene?: Nullable<Scene>): Mesh;
  36859. }
  36860. }
  36861. declare module BABYLON {
  36862. /**
  36863. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  36864. */
  36865. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  36866. private static _AnyMouseID;
  36867. /**
  36868. * Abstract mesh the behavior is set on
  36869. */
  36870. attachedNode: AbstractMesh;
  36871. private _dragPlane;
  36872. private _scene;
  36873. private _pointerObserver;
  36874. private _beforeRenderObserver;
  36875. private static _planeScene;
  36876. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  36877. /**
  36878. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  36879. */
  36880. maxDragAngle: number;
  36881. /**
  36882. * @hidden
  36883. */
  36884. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  36885. /**
  36886. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  36887. */
  36888. currentDraggingPointerID: number;
  36889. /**
  36890. * The last position where the pointer hit the drag plane in world space
  36891. */
  36892. lastDragPosition: Vector3;
  36893. /**
  36894. * If the behavior is currently in a dragging state
  36895. */
  36896. dragging: boolean;
  36897. /**
  36898. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  36899. */
  36900. dragDeltaRatio: number;
  36901. /**
  36902. * If the drag plane orientation should be updated during the dragging (Default: true)
  36903. */
  36904. updateDragPlane: boolean;
  36905. private _debugMode;
  36906. private _moving;
  36907. /**
  36908. * Fires each time the attached mesh is dragged with the pointer
  36909. * * delta between last drag position and current drag position in world space
  36910. * * dragDistance along the drag axis
  36911. * * dragPlaneNormal normal of the current drag plane used during the drag
  36912. * * dragPlanePoint in world space where the drag intersects the drag plane
  36913. */
  36914. onDragObservable: Observable<{
  36915. delta: Vector3;
  36916. dragPlanePoint: Vector3;
  36917. dragPlaneNormal: Vector3;
  36918. dragDistance: number;
  36919. pointerId: number;
  36920. }>;
  36921. /**
  36922. * Fires each time a drag begins (eg. mouse down on mesh)
  36923. */
  36924. onDragStartObservable: Observable<{
  36925. dragPlanePoint: Vector3;
  36926. pointerId: number;
  36927. }>;
  36928. /**
  36929. * Fires each time a drag ends (eg. mouse release after drag)
  36930. */
  36931. onDragEndObservable: Observable<{
  36932. dragPlanePoint: Vector3;
  36933. pointerId: number;
  36934. }>;
  36935. /**
  36936. * If the attached mesh should be moved when dragged
  36937. */
  36938. moveAttached: boolean;
  36939. /**
  36940. * If the drag behavior will react to drag events (Default: true)
  36941. */
  36942. enabled: boolean;
  36943. /**
  36944. * If pointer events should start and release the drag (Default: true)
  36945. */
  36946. startAndReleaseDragOnPointerEvents: boolean;
  36947. /**
  36948. * If camera controls should be detached during the drag
  36949. */
  36950. detachCameraControls: boolean;
  36951. /**
  36952. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  36953. */
  36954. useObjectOrienationForDragging: boolean;
  36955. private _options;
  36956. /**
  36957. * Creates a pointer drag behavior that can be attached to a mesh
  36958. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  36959. */
  36960. constructor(options?: {
  36961. dragAxis?: Vector3;
  36962. dragPlaneNormal?: Vector3;
  36963. });
  36964. /**
  36965. * Predicate to determine if it is valid to move the object to a new position when it is moved
  36966. */
  36967. validateDrag: (targetPosition: Vector3) => boolean;
  36968. /**
  36969. * The name of the behavior
  36970. */
  36971. readonly name: string;
  36972. /**
  36973. * Initializes the behavior
  36974. */
  36975. init(): void;
  36976. private _tmpVector;
  36977. private _alternatePickedPoint;
  36978. private _worldDragAxis;
  36979. private _targetPosition;
  36980. private _attachedElement;
  36981. /**
  36982. * Attaches the drag behavior the passed in mesh
  36983. * @param ownerNode The mesh that will be dragged around once attached
  36984. * @param predicate Predicate to use for pick filtering
  36985. */
  36986. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  36987. /**
  36988. * Force relase the drag action by code.
  36989. */
  36990. releaseDrag(): void;
  36991. private _startDragRay;
  36992. private _lastPointerRay;
  36993. /**
  36994. * Simulates the start of a pointer drag event on the behavior
  36995. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  36996. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  36997. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  36998. */
  36999. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37000. private _startDrag;
  37001. private _dragDelta;
  37002. private _moveDrag;
  37003. private _pickWithRayOnDragPlane;
  37004. private _pointA;
  37005. private _pointB;
  37006. private _pointC;
  37007. private _lineA;
  37008. private _lineB;
  37009. private _localAxis;
  37010. private _lookAt;
  37011. private _updateDragPlanePosition;
  37012. /**
  37013. * Detaches the behavior from the mesh
  37014. */
  37015. detach(): void;
  37016. }
  37017. }
  37018. declare module BABYLON {
  37019. /**
  37020. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37021. */
  37022. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37023. private _dragBehaviorA;
  37024. private _dragBehaviorB;
  37025. private _startDistance;
  37026. private _initialScale;
  37027. private _targetScale;
  37028. private _ownerNode;
  37029. private _sceneRenderObserver;
  37030. /**
  37031. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37032. */
  37033. constructor();
  37034. /**
  37035. * The name of the behavior
  37036. */
  37037. readonly name: string;
  37038. /**
  37039. * Initializes the behavior
  37040. */
  37041. init(): void;
  37042. private _getCurrentDistance;
  37043. /**
  37044. * Attaches the scale behavior the passed in mesh
  37045. * @param ownerNode The mesh that will be scaled around once attached
  37046. */
  37047. attach(ownerNode: Mesh): void;
  37048. /**
  37049. * Detaches the behavior from the mesh
  37050. */
  37051. detach(): void;
  37052. }
  37053. }
  37054. declare module BABYLON {
  37055. /**
  37056. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37057. */
  37058. export class SixDofDragBehavior implements Behavior<Mesh> {
  37059. private static _virtualScene;
  37060. private _ownerNode;
  37061. private _sceneRenderObserver;
  37062. private _scene;
  37063. private _targetPosition;
  37064. private _virtualOriginMesh;
  37065. private _virtualDragMesh;
  37066. private _pointerObserver;
  37067. private _moving;
  37068. private _startingOrientation;
  37069. /**
  37070. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37071. */
  37072. private zDragFactor;
  37073. /**
  37074. * If the object should rotate to face the drag origin
  37075. */
  37076. rotateDraggedObject: boolean;
  37077. /**
  37078. * If the behavior is currently in a dragging state
  37079. */
  37080. dragging: boolean;
  37081. /**
  37082. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37083. */
  37084. dragDeltaRatio: number;
  37085. /**
  37086. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37087. */
  37088. currentDraggingPointerID: number;
  37089. /**
  37090. * If camera controls should be detached during the drag
  37091. */
  37092. detachCameraControls: boolean;
  37093. /**
  37094. * Fires each time a drag starts
  37095. */
  37096. onDragStartObservable: Observable<{}>;
  37097. /**
  37098. * Fires each time a drag ends (eg. mouse release after drag)
  37099. */
  37100. onDragEndObservable: Observable<{}>;
  37101. /**
  37102. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37103. */
  37104. constructor();
  37105. /**
  37106. * The name of the behavior
  37107. */
  37108. readonly name: string;
  37109. /**
  37110. * Initializes the behavior
  37111. */
  37112. init(): void;
  37113. /**
  37114. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37115. */
  37116. private readonly _pointerCamera;
  37117. /**
  37118. * Attaches the scale behavior the passed in mesh
  37119. * @param ownerNode The mesh that will be scaled around once attached
  37120. */
  37121. attach(ownerNode: Mesh): void;
  37122. /**
  37123. * Detaches the behavior from the mesh
  37124. */
  37125. detach(): void;
  37126. }
  37127. }
  37128. declare module BABYLON {
  37129. /**
  37130. * Class used to apply inverse kinematics to bones
  37131. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37132. */
  37133. export class BoneIKController {
  37134. private static _tmpVecs;
  37135. private static _tmpQuat;
  37136. private static _tmpMats;
  37137. /**
  37138. * Gets or sets the target mesh
  37139. */
  37140. targetMesh: AbstractMesh;
  37141. /** Gets or sets the mesh used as pole */
  37142. poleTargetMesh: AbstractMesh;
  37143. /**
  37144. * Gets or sets the bone used as pole
  37145. */
  37146. poleTargetBone: Nullable<Bone>;
  37147. /**
  37148. * Gets or sets the target position
  37149. */
  37150. targetPosition: Vector3;
  37151. /**
  37152. * Gets or sets the pole target position
  37153. */
  37154. poleTargetPosition: Vector3;
  37155. /**
  37156. * Gets or sets the pole target local offset
  37157. */
  37158. poleTargetLocalOffset: Vector3;
  37159. /**
  37160. * Gets or sets the pole angle
  37161. */
  37162. poleAngle: number;
  37163. /**
  37164. * Gets or sets the mesh associated with the controller
  37165. */
  37166. mesh: AbstractMesh;
  37167. /**
  37168. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37169. */
  37170. slerpAmount: number;
  37171. private _bone1Quat;
  37172. private _bone1Mat;
  37173. private _bone2Ang;
  37174. private _bone1;
  37175. private _bone2;
  37176. private _bone1Length;
  37177. private _bone2Length;
  37178. private _maxAngle;
  37179. private _maxReach;
  37180. private _rightHandedSystem;
  37181. private _bendAxis;
  37182. private _slerping;
  37183. private _adjustRoll;
  37184. /**
  37185. * Gets or sets maximum allowed angle
  37186. */
  37187. maxAngle: number;
  37188. /**
  37189. * Creates a new BoneIKController
  37190. * @param mesh defines the mesh to control
  37191. * @param bone defines the bone to control
  37192. * @param options defines options to set up the controller
  37193. */
  37194. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37195. targetMesh?: AbstractMesh;
  37196. poleTargetMesh?: AbstractMesh;
  37197. poleTargetBone?: Bone;
  37198. poleTargetLocalOffset?: Vector3;
  37199. poleAngle?: number;
  37200. bendAxis?: Vector3;
  37201. maxAngle?: number;
  37202. slerpAmount?: number;
  37203. });
  37204. private _setMaxAngle;
  37205. /**
  37206. * Force the controller to update the bones
  37207. */
  37208. update(): void;
  37209. }
  37210. }
  37211. declare module BABYLON {
  37212. /**
  37213. * Class used to make a bone look toward a point in space
  37214. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37215. */
  37216. export class BoneLookController {
  37217. private static _tmpVecs;
  37218. private static _tmpQuat;
  37219. private static _tmpMats;
  37220. /**
  37221. * The target Vector3 that the bone will look at
  37222. */
  37223. target: Vector3;
  37224. /**
  37225. * The mesh that the bone is attached to
  37226. */
  37227. mesh: AbstractMesh;
  37228. /**
  37229. * The bone that will be looking to the target
  37230. */
  37231. bone: Bone;
  37232. /**
  37233. * The up axis of the coordinate system that is used when the bone is rotated
  37234. */
  37235. upAxis: Vector3;
  37236. /**
  37237. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37238. */
  37239. upAxisSpace: Space;
  37240. /**
  37241. * Used to make an adjustment to the yaw of the bone
  37242. */
  37243. adjustYaw: number;
  37244. /**
  37245. * Used to make an adjustment to the pitch of the bone
  37246. */
  37247. adjustPitch: number;
  37248. /**
  37249. * Used to make an adjustment to the roll of the bone
  37250. */
  37251. adjustRoll: number;
  37252. /**
  37253. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37254. */
  37255. slerpAmount: number;
  37256. private _minYaw;
  37257. private _maxYaw;
  37258. private _minPitch;
  37259. private _maxPitch;
  37260. private _minYawSin;
  37261. private _minYawCos;
  37262. private _maxYawSin;
  37263. private _maxYawCos;
  37264. private _midYawConstraint;
  37265. private _minPitchTan;
  37266. private _maxPitchTan;
  37267. private _boneQuat;
  37268. private _slerping;
  37269. private _transformYawPitch;
  37270. private _transformYawPitchInv;
  37271. private _firstFrameSkipped;
  37272. private _yawRange;
  37273. private _fowardAxis;
  37274. /**
  37275. * Gets or sets the minimum yaw angle that the bone can look to
  37276. */
  37277. minYaw: number;
  37278. /**
  37279. * Gets or sets the maximum yaw angle that the bone can look to
  37280. */
  37281. maxYaw: number;
  37282. /**
  37283. * Gets or sets the minimum pitch angle that the bone can look to
  37284. */
  37285. minPitch: number;
  37286. /**
  37287. * Gets or sets the maximum pitch angle that the bone can look to
  37288. */
  37289. maxPitch: number;
  37290. /**
  37291. * Create a BoneLookController
  37292. * @param mesh the mesh that the bone belongs to
  37293. * @param bone the bone that will be looking to the target
  37294. * @param target the target Vector3 to look at
  37295. * @param options optional settings:
  37296. * * maxYaw: the maximum angle the bone will yaw to
  37297. * * minYaw: the minimum angle the bone will yaw to
  37298. * * maxPitch: the maximum angle the bone will pitch to
  37299. * * minPitch: the minimum angle the bone will yaw to
  37300. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37301. * * upAxis: the up axis of the coordinate system
  37302. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37303. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37304. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37305. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37306. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37307. * * adjustRoll: used to make an adjustment to the roll of the bone
  37308. **/
  37309. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  37310. maxYaw?: number;
  37311. minYaw?: number;
  37312. maxPitch?: number;
  37313. minPitch?: number;
  37314. slerpAmount?: number;
  37315. upAxis?: Vector3;
  37316. upAxisSpace?: Space;
  37317. yawAxis?: Vector3;
  37318. pitchAxis?: Vector3;
  37319. adjustYaw?: number;
  37320. adjustPitch?: number;
  37321. adjustRoll?: number;
  37322. });
  37323. /**
  37324. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  37325. */
  37326. update(): void;
  37327. private _getAngleDiff;
  37328. private _getAngleBetween;
  37329. private _isAngleBetween;
  37330. }
  37331. }
  37332. declare module BABYLON {
  37333. /**
  37334. * Manage the gamepad inputs to control an arc rotate camera.
  37335. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37336. */
  37337. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  37338. /**
  37339. * Defines the camera the input is attached to.
  37340. */
  37341. camera: ArcRotateCamera;
  37342. /**
  37343. * Defines the gamepad the input is gathering event from.
  37344. */
  37345. gamepad: Nullable<Gamepad>;
  37346. /**
  37347. * Defines the gamepad rotation sensiblity.
  37348. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  37349. */
  37350. gamepadRotationSensibility: number;
  37351. /**
  37352. * Defines the gamepad move sensiblity.
  37353. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  37354. */
  37355. gamepadMoveSensibility: number;
  37356. private _yAxisScale;
  37357. /**
  37358. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  37359. */
  37360. invertYAxis: boolean;
  37361. private _onGamepadConnectedObserver;
  37362. private _onGamepadDisconnectedObserver;
  37363. /**
  37364. * Attach the input controls to a specific dom element to get the input from.
  37365. * @param element Defines the element the controls should be listened from
  37366. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37367. */
  37368. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37369. /**
  37370. * Detach the current controls from the specified dom element.
  37371. * @param element Defines the element to stop listening the inputs from
  37372. */
  37373. detachControl(element: Nullable<HTMLElement>): void;
  37374. /**
  37375. * Update the current camera state depending on the inputs that have been used this frame.
  37376. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37377. */
  37378. checkInputs(): void;
  37379. /**
  37380. * Gets the class name of the current intput.
  37381. * @returns the class name
  37382. */
  37383. getClassName(): string;
  37384. /**
  37385. * Get the friendly name associated with the input class.
  37386. * @returns the input friendly name
  37387. */
  37388. getSimpleName(): string;
  37389. }
  37390. }
  37391. declare module BABYLON {
  37392. interface ArcRotateCameraInputsManager {
  37393. /**
  37394. * Add orientation input support to the input manager.
  37395. * @returns the current input manager
  37396. */
  37397. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  37398. }
  37399. /**
  37400. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  37401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37402. */
  37403. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  37404. /**
  37405. * Defines the camera the input is attached to.
  37406. */
  37407. camera: ArcRotateCamera;
  37408. /**
  37409. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  37410. */
  37411. alphaCorrection: number;
  37412. /**
  37413. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  37414. */
  37415. gammaCorrection: number;
  37416. private _alpha;
  37417. private _gamma;
  37418. private _dirty;
  37419. private _deviceOrientationHandler;
  37420. /**
  37421. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  37422. */
  37423. constructor();
  37424. /**
  37425. * Attach the input controls to a specific dom element to get the input from.
  37426. * @param element Defines the element the controls should be listened from
  37427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37428. */
  37429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37430. /** @hidden */
  37431. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  37432. /**
  37433. * Update the current camera state depending on the inputs that have been used this frame.
  37434. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37435. */
  37436. checkInputs(): void;
  37437. /**
  37438. * Detach the current controls from the specified dom element.
  37439. * @param element Defines the element to stop listening the inputs from
  37440. */
  37441. detachControl(element: Nullable<HTMLElement>): void;
  37442. /**
  37443. * Gets the class name of the current intput.
  37444. * @returns the class name
  37445. */
  37446. getClassName(): string;
  37447. /**
  37448. * Get the friendly name associated with the input class.
  37449. * @returns the input friendly name
  37450. */
  37451. getSimpleName(): string;
  37452. }
  37453. }
  37454. declare module BABYLON {
  37455. /**
  37456. * Listen to mouse events to control the camera.
  37457. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37458. */
  37459. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  37460. /**
  37461. * Defines the camera the input is attached to.
  37462. */
  37463. camera: FlyCamera;
  37464. /**
  37465. * Defines if touch is enabled. (Default is true.)
  37466. */
  37467. touchEnabled: boolean;
  37468. /**
  37469. * Defines the buttons associated with the input to handle camera rotation.
  37470. */
  37471. buttons: number[];
  37472. /**
  37473. * Assign buttons for Yaw control.
  37474. */
  37475. buttonsYaw: number[];
  37476. /**
  37477. * Assign buttons for Pitch control.
  37478. */
  37479. buttonsPitch: number[];
  37480. /**
  37481. * Assign buttons for Roll control.
  37482. */
  37483. buttonsRoll: number[];
  37484. /**
  37485. * Detect if any button is being pressed while mouse is moved.
  37486. * -1 = Mouse locked.
  37487. * 0 = Left button.
  37488. * 1 = Middle Button.
  37489. * 2 = Right Button.
  37490. */
  37491. activeButton: number;
  37492. /**
  37493. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  37494. * Higher values reduce its sensitivity.
  37495. */
  37496. angularSensibility: number;
  37497. private _mousemoveCallback;
  37498. private _observer;
  37499. private _rollObserver;
  37500. private previousPosition;
  37501. private noPreventDefault;
  37502. private element;
  37503. /**
  37504. * Listen to mouse events to control the camera.
  37505. * @param touchEnabled Define if touch is enabled. (Default is true.)
  37506. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37507. */
  37508. constructor(touchEnabled?: boolean);
  37509. /**
  37510. * Attach the mouse control to the HTML DOM element.
  37511. * @param element Defines the element that listens to the input events.
  37512. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  37513. */
  37514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37515. /**
  37516. * Detach the current controls from the specified dom element.
  37517. * @param element Defines the element to stop listening the inputs from
  37518. */
  37519. detachControl(element: Nullable<HTMLElement>): void;
  37520. /**
  37521. * Gets the class name of the current input.
  37522. * @returns the class name.
  37523. */
  37524. getClassName(): string;
  37525. /**
  37526. * Get the friendly name associated with the input class.
  37527. * @returns the input's friendly name.
  37528. */
  37529. getSimpleName(): string;
  37530. private _pointerInput;
  37531. private _onMouseMove;
  37532. /**
  37533. * Rotate camera by mouse offset.
  37534. */
  37535. private rotateCamera;
  37536. }
  37537. }
  37538. declare module BABYLON {
  37539. /**
  37540. * Default Inputs manager for the FlyCamera.
  37541. * It groups all the default supported inputs for ease of use.
  37542. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37543. */
  37544. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  37545. /**
  37546. * Instantiates a new FlyCameraInputsManager.
  37547. * @param camera Defines the camera the inputs belong to.
  37548. */
  37549. constructor(camera: FlyCamera);
  37550. /**
  37551. * Add keyboard input support to the input manager.
  37552. * @returns the new FlyCameraKeyboardMoveInput().
  37553. */
  37554. addKeyboard(): FlyCameraInputsManager;
  37555. /**
  37556. * Add mouse input support to the input manager.
  37557. * @param touchEnabled Enable touch screen support.
  37558. * @returns the new FlyCameraMouseInput().
  37559. */
  37560. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  37561. }
  37562. }
  37563. declare module BABYLON {
  37564. /**
  37565. * This is a flying camera, designed for 3D movement and rotation in all directions,
  37566. * such as in a 3D Space Shooter or a Flight Simulator.
  37567. */
  37568. export class FlyCamera extends TargetCamera {
  37569. /**
  37570. * Define the collision ellipsoid of the camera.
  37571. * This is helpful for simulating a camera body, like a player's body.
  37572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37573. */
  37574. ellipsoid: Vector3;
  37575. /**
  37576. * Define an offset for the position of the ellipsoid around the camera.
  37577. * This can be helpful if the camera is attached away from the player's body center,
  37578. * such as at its head.
  37579. */
  37580. ellipsoidOffset: Vector3;
  37581. /**
  37582. * Enable or disable collisions of the camera with the rest of the scene objects.
  37583. */
  37584. checkCollisions: boolean;
  37585. /**
  37586. * Enable or disable gravity on the camera.
  37587. */
  37588. applyGravity: boolean;
  37589. /**
  37590. * Define the current direction the camera is moving to.
  37591. */
  37592. cameraDirection: Vector3;
  37593. /**
  37594. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  37595. * This overrides and empties cameraRotation.
  37596. */
  37597. rotationQuaternion: Quaternion;
  37598. /**
  37599. * Track Roll to maintain the wanted Rolling when looking around.
  37600. */
  37601. _trackRoll: number;
  37602. /**
  37603. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  37604. */
  37605. rollCorrect: number;
  37606. /**
  37607. * Mimic a banked turn, Rolling the camera when Yawing.
  37608. * It's recommended to use rollCorrect = 10 for faster banking correction.
  37609. */
  37610. bankedTurn: boolean;
  37611. /**
  37612. * Limit in radians for how much Roll banking will add. (Default: 90°)
  37613. */
  37614. bankedTurnLimit: number;
  37615. /**
  37616. * Value of 0 disables the banked Roll.
  37617. * Value of 1 is equal to the Yaw angle in radians.
  37618. */
  37619. bankedTurnMultiplier: number;
  37620. /**
  37621. * The inputs manager loads all the input sources, such as keyboard and mouse.
  37622. */
  37623. inputs: FlyCameraInputsManager;
  37624. /**
  37625. * Gets the input sensibility for mouse input.
  37626. * Higher values reduce sensitivity.
  37627. */
  37628. /**
  37629. * Sets the input sensibility for a mouse input.
  37630. * Higher values reduce sensitivity.
  37631. */
  37632. angularSensibility: number;
  37633. /**
  37634. * Get the keys for camera movement forward.
  37635. */
  37636. /**
  37637. * Set the keys for camera movement forward.
  37638. */
  37639. keysForward: number[];
  37640. /**
  37641. * Get the keys for camera movement backward.
  37642. */
  37643. keysBackward: number[];
  37644. /**
  37645. * Get the keys for camera movement up.
  37646. */
  37647. /**
  37648. * Set the keys for camera movement up.
  37649. */
  37650. keysUp: number[];
  37651. /**
  37652. * Get the keys for camera movement down.
  37653. */
  37654. /**
  37655. * Set the keys for camera movement down.
  37656. */
  37657. keysDown: number[];
  37658. /**
  37659. * Get the keys for camera movement left.
  37660. */
  37661. /**
  37662. * Set the keys for camera movement left.
  37663. */
  37664. keysLeft: number[];
  37665. /**
  37666. * Set the keys for camera movement right.
  37667. */
  37668. /**
  37669. * Set the keys for camera movement right.
  37670. */
  37671. keysRight: number[];
  37672. /**
  37673. * Event raised when the camera collides with a mesh in the scene.
  37674. */
  37675. onCollide: (collidedMesh: AbstractMesh) => void;
  37676. private _collider;
  37677. private _needMoveForGravity;
  37678. private _oldPosition;
  37679. private _diffPosition;
  37680. private _newPosition;
  37681. /** @hidden */
  37682. _localDirection: Vector3;
  37683. /** @hidden */
  37684. _transformedDirection: Vector3;
  37685. /**
  37686. * Instantiates a FlyCamera.
  37687. * This is a flying camera, designed for 3D movement and rotation in all directions,
  37688. * such as in a 3D Space Shooter or a Flight Simulator.
  37689. * @param name Define the name of the camera in the scene.
  37690. * @param position Define the starting position of the camera in the scene.
  37691. * @param scene Define the scene the camera belongs to.
  37692. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  37693. */
  37694. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37695. /**
  37696. * Attach a control to the HTML DOM element.
  37697. * @param element Defines the element that listens to the input events.
  37698. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  37699. */
  37700. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37701. /**
  37702. * Detach a control from the HTML DOM element.
  37703. * The camera will stop reacting to that input.
  37704. * @param element Defines the element that listens to the input events.
  37705. */
  37706. detachControl(element: HTMLElement): void;
  37707. private _collisionMask;
  37708. /**
  37709. * Get the mask that the camera ignores in collision events.
  37710. */
  37711. /**
  37712. * Set the mask that the camera ignores in collision events.
  37713. */
  37714. collisionMask: number;
  37715. /** @hidden */
  37716. _collideWithWorld(displacement: Vector3): void;
  37717. /** @hidden */
  37718. private _onCollisionPositionChange;
  37719. /** @hidden */
  37720. _checkInputs(): void;
  37721. /** @hidden */
  37722. _decideIfNeedsToMove(): boolean;
  37723. /** @hidden */
  37724. _updatePosition(): void;
  37725. /**
  37726. * Restore the Roll to its target value at the rate specified.
  37727. * @param rate - Higher means slower restoring.
  37728. * @hidden
  37729. */
  37730. restoreRoll(rate: number): void;
  37731. /**
  37732. * Destroy the camera and release the current resources held by it.
  37733. */
  37734. dispose(): void;
  37735. /**
  37736. * Get the current object class name.
  37737. * @returns the class name.
  37738. */
  37739. getClassName(): string;
  37740. }
  37741. }
  37742. declare module BABYLON {
  37743. /**
  37744. * Listen to keyboard events to control the camera.
  37745. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37746. */
  37747. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  37748. /**
  37749. * Defines the camera the input is attached to.
  37750. */
  37751. camera: FlyCamera;
  37752. /**
  37753. * The list of keyboard keys used to control the forward move of the camera.
  37754. */
  37755. keysForward: number[];
  37756. /**
  37757. * The list of keyboard keys used to control the backward move of the camera.
  37758. */
  37759. keysBackward: number[];
  37760. /**
  37761. * The list of keyboard keys used to control the forward move of the camera.
  37762. */
  37763. keysUp: number[];
  37764. /**
  37765. * The list of keyboard keys used to control the backward move of the camera.
  37766. */
  37767. keysDown: number[];
  37768. /**
  37769. * The list of keyboard keys used to control the right strafe move of the camera.
  37770. */
  37771. keysRight: number[];
  37772. /**
  37773. * The list of keyboard keys used to control the left strafe move of the camera.
  37774. */
  37775. keysLeft: number[];
  37776. private _keys;
  37777. private _onCanvasBlurObserver;
  37778. private _onKeyboardObserver;
  37779. private _engine;
  37780. private _scene;
  37781. /**
  37782. * Attach the input controls to a specific dom element to get the input from.
  37783. * @param element Defines the element the controls should be listened from
  37784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37785. */
  37786. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37787. /**
  37788. * Detach the current controls from the specified dom element.
  37789. * @param element Defines the element to stop listening the inputs from
  37790. */
  37791. detachControl(element: Nullable<HTMLElement>): void;
  37792. /**
  37793. * Gets the class name of the current intput.
  37794. * @returns the class name
  37795. */
  37796. getClassName(): string;
  37797. /** @hidden */
  37798. _onLostFocus(e: FocusEvent): void;
  37799. /**
  37800. * Get the friendly name associated with the input class.
  37801. * @returns the input friendly name
  37802. */
  37803. getSimpleName(): string;
  37804. /**
  37805. * Update the current camera state depending on the inputs that have been used this frame.
  37806. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37807. */
  37808. checkInputs(): void;
  37809. }
  37810. }
  37811. declare module BABYLON {
  37812. /**
  37813. * Manage the mouse wheel inputs to control a follow camera.
  37814. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37815. */
  37816. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  37817. /**
  37818. * Defines the camera the input is attached to.
  37819. */
  37820. camera: FollowCamera;
  37821. /**
  37822. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  37823. */
  37824. axisControlRadius: boolean;
  37825. /**
  37826. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  37827. */
  37828. axisControlHeight: boolean;
  37829. /**
  37830. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  37831. */
  37832. axisControlRotation: boolean;
  37833. /**
  37834. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  37835. * relation to mouseWheel events.
  37836. */
  37837. wheelPrecision: number;
  37838. /**
  37839. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37840. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37841. */
  37842. wheelDeltaPercentage: number;
  37843. private _wheel;
  37844. private _observer;
  37845. /**
  37846. * Attach the input controls to a specific dom element to get the input from.
  37847. * @param element Defines the element the controls should be listened from
  37848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37849. */
  37850. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37851. /**
  37852. * Detach the current controls from the specified dom element.
  37853. * @param element Defines the element to stop listening the inputs from
  37854. */
  37855. detachControl(element: Nullable<HTMLElement>): void;
  37856. /**
  37857. * Gets the class name of the current intput.
  37858. * @returns the class name
  37859. */
  37860. getClassName(): string;
  37861. /**
  37862. * Get the friendly name associated with the input class.
  37863. * @returns the input friendly name
  37864. */
  37865. getSimpleName(): string;
  37866. }
  37867. }
  37868. declare module BABYLON {
  37869. /**
  37870. * Manage the pointers inputs to control an follow camera.
  37871. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37872. */
  37873. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  37874. /**
  37875. * Defines the camera the input is attached to.
  37876. */
  37877. camera: FollowCamera;
  37878. /**
  37879. * Gets the class name of the current input.
  37880. * @returns the class name
  37881. */
  37882. getClassName(): string;
  37883. /**
  37884. * Defines the pointer angular sensibility along the X axis or how fast is
  37885. * the camera rotating.
  37886. * A negative number will reverse the axis direction.
  37887. */
  37888. angularSensibilityX: number;
  37889. /**
  37890. * Defines the pointer angular sensibility along the Y axis or how fast is
  37891. * the camera rotating.
  37892. * A negative number will reverse the axis direction.
  37893. */
  37894. angularSensibilityY: number;
  37895. /**
  37896. * Defines the pointer pinch precision or how fast is the camera zooming.
  37897. * A negative number will reverse the axis direction.
  37898. */
  37899. pinchPrecision: number;
  37900. /**
  37901. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37902. * from 0.
  37903. * It defines the percentage of current camera.radius to use as delta when
  37904. * pinch zoom is used.
  37905. */
  37906. pinchDeltaPercentage: number;
  37907. /**
  37908. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  37909. */
  37910. axisXControlRadius: boolean;
  37911. /**
  37912. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  37913. */
  37914. axisXControlHeight: boolean;
  37915. /**
  37916. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  37917. */
  37918. axisXControlRotation: boolean;
  37919. /**
  37920. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  37921. */
  37922. axisYControlRadius: boolean;
  37923. /**
  37924. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  37925. */
  37926. axisYControlHeight: boolean;
  37927. /**
  37928. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  37929. */
  37930. axisYControlRotation: boolean;
  37931. /**
  37932. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  37933. */
  37934. axisPinchControlRadius: boolean;
  37935. /**
  37936. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  37937. */
  37938. axisPinchControlHeight: boolean;
  37939. /**
  37940. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  37941. */
  37942. axisPinchControlRotation: boolean;
  37943. /**
  37944. * Log error messages if basic misconfiguration has occurred.
  37945. */
  37946. warningEnable: boolean;
  37947. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37948. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37949. private _warningCounter;
  37950. private _warning;
  37951. }
  37952. }
  37953. declare module BABYLON {
  37954. /**
  37955. * Default Inputs manager for the FollowCamera.
  37956. * It groups all the default supported inputs for ease of use.
  37957. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37958. */
  37959. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  37960. /**
  37961. * Instantiates a new FollowCameraInputsManager.
  37962. * @param camera Defines the camera the inputs belong to
  37963. */
  37964. constructor(camera: FollowCamera);
  37965. /**
  37966. * Add keyboard input support to the input manager.
  37967. * @returns the current input manager
  37968. */
  37969. addKeyboard(): FollowCameraInputsManager;
  37970. /**
  37971. * Add mouse wheel input support to the input manager.
  37972. * @returns the current input manager
  37973. */
  37974. addMouseWheel(): FollowCameraInputsManager;
  37975. /**
  37976. * Add pointers input support to the input manager.
  37977. * @returns the current input manager
  37978. */
  37979. addPointers(): FollowCameraInputsManager;
  37980. /**
  37981. * Add orientation input support to the input manager.
  37982. * @returns the current input manager
  37983. */
  37984. addVRDeviceOrientation(): FollowCameraInputsManager;
  37985. }
  37986. }
  37987. declare module BABYLON {
  37988. /**
  37989. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  37990. * an arc rotate version arcFollowCamera are available.
  37991. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  37992. */
  37993. export class FollowCamera extends TargetCamera {
  37994. /**
  37995. * Distance the follow camera should follow an object at
  37996. */
  37997. radius: number;
  37998. /**
  37999. * Minimum allowed distance of the camera to the axis of rotation
  38000. * (The camera can not get closer).
  38001. * This can help limiting how the Camera is able to move in the scene.
  38002. */
  38003. lowerRadiusLimit: Nullable<number>;
  38004. /**
  38005. * Maximum allowed distance of the camera to the axis of rotation
  38006. * (The camera can not get further).
  38007. * This can help limiting how the Camera is able to move in the scene.
  38008. */
  38009. upperRadiusLimit: Nullable<number>;
  38010. /**
  38011. * Define a rotation offset between the camera and the object it follows
  38012. */
  38013. rotationOffset: number;
  38014. /**
  38015. * Minimum allowed angle to camera position relative to target object.
  38016. * This can help limiting how the Camera is able to move in the scene.
  38017. */
  38018. lowerRotationOffsetLimit: Nullable<number>;
  38019. /**
  38020. * Maximum allowed angle to camera position relative to target object.
  38021. * This can help limiting how the Camera is able to move in the scene.
  38022. */
  38023. upperRotationOffsetLimit: Nullable<number>;
  38024. /**
  38025. * Define a height offset between the camera and the object it follows.
  38026. * It can help following an object from the top (like a car chaing a plane)
  38027. */
  38028. heightOffset: number;
  38029. /**
  38030. * Minimum allowed height of camera position relative to target object.
  38031. * This can help limiting how the Camera is able to move in the scene.
  38032. */
  38033. lowerHeightOffsetLimit: Nullable<number>;
  38034. /**
  38035. * Maximum allowed height of camera position relative to target object.
  38036. * This can help limiting how the Camera is able to move in the scene.
  38037. */
  38038. upperHeightOffsetLimit: Nullable<number>;
  38039. /**
  38040. * Define how fast the camera can accelerate to follow it s target.
  38041. */
  38042. cameraAcceleration: number;
  38043. /**
  38044. * Define the speed limit of the camera following an object.
  38045. */
  38046. maxCameraSpeed: number;
  38047. /**
  38048. * Define the target of the camera.
  38049. */
  38050. lockedTarget: Nullable<AbstractMesh>;
  38051. /**
  38052. * Defines the input associated with the camera.
  38053. */
  38054. inputs: FollowCameraInputsManager;
  38055. /**
  38056. * Instantiates the follow camera.
  38057. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38058. * @param name Define the name of the camera in the scene
  38059. * @param position Define the position of the camera
  38060. * @param scene Define the scene the camera belong to
  38061. * @param lockedTarget Define the target of the camera
  38062. */
  38063. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38064. private _follow;
  38065. /**
  38066. * Attached controls to the current camera.
  38067. * @param element Defines the element the controls should be listened from
  38068. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38069. */
  38070. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38071. /**
  38072. * Detach the current controls from the camera.
  38073. * The camera will stop reacting to inputs.
  38074. * @param element Defines the element to stop listening the inputs from
  38075. */
  38076. detachControl(element: HTMLElement): void;
  38077. /** @hidden */
  38078. _checkInputs(): void;
  38079. private _checkLimits;
  38080. /**
  38081. * Gets the camera class name.
  38082. * @returns the class name
  38083. */
  38084. getClassName(): string;
  38085. }
  38086. /**
  38087. * Arc Rotate version of the follow camera.
  38088. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38089. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38090. */
  38091. export class ArcFollowCamera extends TargetCamera {
  38092. /** The longitudinal angle of the camera */
  38093. alpha: number;
  38094. /** The latitudinal angle of the camera */
  38095. beta: number;
  38096. /** The radius of the camera from its target */
  38097. radius: number;
  38098. /** Define the camera target (the messh it should follow) */
  38099. target: Nullable<AbstractMesh>;
  38100. private _cartesianCoordinates;
  38101. /**
  38102. * Instantiates a new ArcFollowCamera
  38103. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38104. * @param name Define the name of the camera
  38105. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38106. * @param beta Define the rotation angle of the camera around the elevation axis
  38107. * @param radius Define the radius of the camera from its target point
  38108. * @param target Define the target of the camera
  38109. * @param scene Define the scene the camera belongs to
  38110. */
  38111. constructor(name: string,
  38112. /** The longitudinal angle of the camera */
  38113. alpha: number,
  38114. /** The latitudinal angle of the camera */
  38115. beta: number,
  38116. /** The radius of the camera from its target */
  38117. radius: number,
  38118. /** Define the camera target (the messh it should follow) */
  38119. target: Nullable<AbstractMesh>, scene: Scene);
  38120. private _follow;
  38121. /** @hidden */
  38122. _checkInputs(): void;
  38123. /**
  38124. * Returns the class name of the object.
  38125. * It is mostly used internally for serialization purposes.
  38126. */
  38127. getClassName(): string;
  38128. }
  38129. }
  38130. declare module BABYLON {
  38131. /**
  38132. * Manage the keyboard inputs to control the movement of a follow camera.
  38133. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38134. */
  38135. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38136. /**
  38137. * Defines the camera the input is attached to.
  38138. */
  38139. camera: FollowCamera;
  38140. /**
  38141. * Defines the list of key codes associated with the up action (increase heightOffset)
  38142. */
  38143. keysHeightOffsetIncr: number[];
  38144. /**
  38145. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38146. */
  38147. keysHeightOffsetDecr: number[];
  38148. /**
  38149. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38150. */
  38151. keysHeightOffsetModifierAlt: boolean;
  38152. /**
  38153. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38154. */
  38155. keysHeightOffsetModifierCtrl: boolean;
  38156. /**
  38157. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38158. */
  38159. keysHeightOffsetModifierShift: boolean;
  38160. /**
  38161. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38162. */
  38163. keysRotationOffsetIncr: number[];
  38164. /**
  38165. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38166. */
  38167. keysRotationOffsetDecr: number[];
  38168. /**
  38169. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38170. */
  38171. keysRotationOffsetModifierAlt: boolean;
  38172. /**
  38173. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38174. */
  38175. keysRotationOffsetModifierCtrl: boolean;
  38176. /**
  38177. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38178. */
  38179. keysRotationOffsetModifierShift: boolean;
  38180. /**
  38181. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38182. */
  38183. keysRadiusIncr: number[];
  38184. /**
  38185. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38186. */
  38187. keysRadiusDecr: number[];
  38188. /**
  38189. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38190. */
  38191. keysRadiusModifierAlt: boolean;
  38192. /**
  38193. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38194. */
  38195. keysRadiusModifierCtrl: boolean;
  38196. /**
  38197. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38198. */
  38199. keysRadiusModifierShift: boolean;
  38200. /**
  38201. * Defines the rate of change of heightOffset.
  38202. */
  38203. heightSensibility: number;
  38204. /**
  38205. * Defines the rate of change of rotationOffset.
  38206. */
  38207. rotationSensibility: number;
  38208. /**
  38209. * Defines the rate of change of radius.
  38210. */
  38211. radiusSensibility: number;
  38212. private _keys;
  38213. private _ctrlPressed;
  38214. private _altPressed;
  38215. private _shiftPressed;
  38216. private _onCanvasBlurObserver;
  38217. private _onKeyboardObserver;
  38218. private _engine;
  38219. private _scene;
  38220. /**
  38221. * Attach the input controls to a specific dom element to get the input from.
  38222. * @param element Defines the element the controls should be listened from
  38223. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38224. */
  38225. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38226. /**
  38227. * Detach the current controls from the specified dom element.
  38228. * @param element Defines the element to stop listening the inputs from
  38229. */
  38230. detachControl(element: Nullable<HTMLElement>): void;
  38231. /**
  38232. * Update the current camera state depending on the inputs that have been used this frame.
  38233. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38234. */
  38235. checkInputs(): void;
  38236. /**
  38237. * Gets the class name of the current input.
  38238. * @returns the class name
  38239. */
  38240. getClassName(): string;
  38241. /**
  38242. * Get the friendly name associated with the input class.
  38243. * @returns the input friendly name
  38244. */
  38245. getSimpleName(): string;
  38246. /**
  38247. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38248. * allow modification of the heightOffset value.
  38249. */
  38250. private _modifierHeightOffset;
  38251. /**
  38252. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38253. * allow modification of the rotationOffset value.
  38254. */
  38255. private _modifierRotationOffset;
  38256. /**
  38257. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38258. * allow modification of the radius value.
  38259. */
  38260. private _modifierRadius;
  38261. }
  38262. }
  38263. declare module BABYLON {
  38264. interface FreeCameraInputsManager {
  38265. /**
  38266. * @hidden
  38267. */
  38268. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  38269. /**
  38270. * Add orientation input support to the input manager.
  38271. * @returns the current input manager
  38272. */
  38273. addDeviceOrientation(): FreeCameraInputsManager;
  38274. }
  38275. /**
  38276. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  38277. * Screen rotation is taken into account.
  38278. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38279. */
  38280. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  38281. private _camera;
  38282. private _screenOrientationAngle;
  38283. private _constantTranform;
  38284. private _screenQuaternion;
  38285. private _alpha;
  38286. private _beta;
  38287. private _gamma;
  38288. /**
  38289. * Can be used to detect if a device orientation sensor is availible on a device
  38290. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  38291. * @returns a promise that will resolve on orientation change
  38292. */
  38293. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  38294. /**
  38295. * @hidden
  38296. */
  38297. _onDeviceOrientationChangedObservable: Observable<void>;
  38298. /**
  38299. * Instantiates a new input
  38300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38301. */
  38302. constructor();
  38303. /**
  38304. * Define the camera controlled by the input.
  38305. */
  38306. camera: FreeCamera;
  38307. /**
  38308. * Attach the input controls to a specific dom element to get the input from.
  38309. * @param element Defines the element the controls should be listened from
  38310. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38311. */
  38312. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38313. private _orientationChanged;
  38314. private _deviceOrientation;
  38315. /**
  38316. * Detach the current controls from the specified dom element.
  38317. * @param element Defines the element to stop listening the inputs from
  38318. */
  38319. detachControl(element: Nullable<HTMLElement>): void;
  38320. /**
  38321. * Update the current camera state depending on the inputs that have been used this frame.
  38322. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38323. */
  38324. checkInputs(): void;
  38325. /**
  38326. * Gets the class name of the current intput.
  38327. * @returns the class name
  38328. */
  38329. getClassName(): string;
  38330. /**
  38331. * Get the friendly name associated with the input class.
  38332. * @returns the input friendly name
  38333. */
  38334. getSimpleName(): string;
  38335. }
  38336. }
  38337. declare module BABYLON {
  38338. /**
  38339. * Manage the gamepad inputs to control a free camera.
  38340. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38341. */
  38342. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  38343. /**
  38344. * Define the camera the input is attached to.
  38345. */
  38346. camera: FreeCamera;
  38347. /**
  38348. * Define the Gamepad controlling the input
  38349. */
  38350. gamepad: Nullable<Gamepad>;
  38351. /**
  38352. * Defines the gamepad rotation sensiblity.
  38353. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38354. */
  38355. gamepadAngularSensibility: number;
  38356. /**
  38357. * Defines the gamepad move sensiblity.
  38358. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38359. */
  38360. gamepadMoveSensibility: number;
  38361. private _yAxisScale;
  38362. /**
  38363. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38364. */
  38365. invertYAxis: boolean;
  38366. private _onGamepadConnectedObserver;
  38367. private _onGamepadDisconnectedObserver;
  38368. private _cameraTransform;
  38369. private _deltaTransform;
  38370. private _vector3;
  38371. private _vector2;
  38372. /**
  38373. * Attach the input controls to a specific dom element to get the input from.
  38374. * @param element Defines the element the controls should be listened from
  38375. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38376. */
  38377. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38378. /**
  38379. * Detach the current controls from the specified dom element.
  38380. * @param element Defines the element to stop listening the inputs from
  38381. */
  38382. detachControl(element: Nullable<HTMLElement>): void;
  38383. /**
  38384. * Update the current camera state depending on the inputs that have been used this frame.
  38385. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38386. */
  38387. checkInputs(): void;
  38388. /**
  38389. * Gets the class name of the current intput.
  38390. * @returns the class name
  38391. */
  38392. getClassName(): string;
  38393. /**
  38394. * Get the friendly name associated with the input class.
  38395. * @returns the input friendly name
  38396. */
  38397. getSimpleName(): string;
  38398. }
  38399. }
  38400. declare module BABYLON {
  38401. /**
  38402. * Defines the potential axis of a Joystick
  38403. */
  38404. export enum JoystickAxis {
  38405. /** X axis */
  38406. X = 0,
  38407. /** Y axis */
  38408. Y = 1,
  38409. /** Z axis */
  38410. Z = 2
  38411. }
  38412. /**
  38413. * Class used to define virtual joystick (used in touch mode)
  38414. */
  38415. export class VirtualJoystick {
  38416. /**
  38417. * Gets or sets a boolean indicating that left and right values must be inverted
  38418. */
  38419. reverseLeftRight: boolean;
  38420. /**
  38421. * Gets or sets a boolean indicating that up and down values must be inverted
  38422. */
  38423. reverseUpDown: boolean;
  38424. /**
  38425. * Gets the offset value for the position (ie. the change of the position value)
  38426. */
  38427. deltaPosition: Vector3;
  38428. /**
  38429. * Gets a boolean indicating if the virtual joystick was pressed
  38430. */
  38431. pressed: boolean;
  38432. /**
  38433. * Canvas the virtual joystick will render onto, default z-index of this is 5
  38434. */
  38435. static Canvas: Nullable<HTMLCanvasElement>;
  38436. private static _globalJoystickIndex;
  38437. private static vjCanvasContext;
  38438. private static vjCanvasWidth;
  38439. private static vjCanvasHeight;
  38440. private static halfWidth;
  38441. private _action;
  38442. private _axisTargetedByLeftAndRight;
  38443. private _axisTargetedByUpAndDown;
  38444. private _joystickSensibility;
  38445. private _inversedSensibility;
  38446. private _joystickPointerID;
  38447. private _joystickColor;
  38448. private _joystickPointerPos;
  38449. private _joystickPreviousPointerPos;
  38450. private _joystickPointerStartPos;
  38451. private _deltaJoystickVector;
  38452. private _leftJoystick;
  38453. private _touches;
  38454. private _onPointerDownHandlerRef;
  38455. private _onPointerMoveHandlerRef;
  38456. private _onPointerUpHandlerRef;
  38457. private _onResize;
  38458. /**
  38459. * Creates a new virtual joystick
  38460. * @param leftJoystick defines that the joystick is for left hand (false by default)
  38461. */
  38462. constructor(leftJoystick?: boolean);
  38463. /**
  38464. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  38465. * @param newJoystickSensibility defines the new sensibility
  38466. */
  38467. setJoystickSensibility(newJoystickSensibility: number): void;
  38468. private _onPointerDown;
  38469. private _onPointerMove;
  38470. private _onPointerUp;
  38471. /**
  38472. * Change the color of the virtual joystick
  38473. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  38474. */
  38475. setJoystickColor(newColor: string): void;
  38476. /**
  38477. * Defines a callback to call when the joystick is touched
  38478. * @param action defines the callback
  38479. */
  38480. setActionOnTouch(action: () => any): void;
  38481. /**
  38482. * Defines which axis you'd like to control for left & right
  38483. * @param axis defines the axis to use
  38484. */
  38485. setAxisForLeftRight(axis: JoystickAxis): void;
  38486. /**
  38487. * Defines which axis you'd like to control for up & down
  38488. * @param axis defines the axis to use
  38489. */
  38490. setAxisForUpDown(axis: JoystickAxis): void;
  38491. private _drawVirtualJoystick;
  38492. /**
  38493. * Release internal HTML canvas
  38494. */
  38495. releaseCanvas(): void;
  38496. }
  38497. }
  38498. declare module BABYLON {
  38499. interface FreeCameraInputsManager {
  38500. /**
  38501. * Add virtual joystick input support to the input manager.
  38502. * @returns the current input manager
  38503. */
  38504. addVirtualJoystick(): FreeCameraInputsManager;
  38505. }
  38506. /**
  38507. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  38508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38509. */
  38510. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  38511. /**
  38512. * Defines the camera the input is attached to.
  38513. */
  38514. camera: FreeCamera;
  38515. private _leftjoystick;
  38516. private _rightjoystick;
  38517. /**
  38518. * Gets the left stick of the virtual joystick.
  38519. * @returns The virtual Joystick
  38520. */
  38521. getLeftJoystick(): VirtualJoystick;
  38522. /**
  38523. * Gets the right stick of the virtual joystick.
  38524. * @returns The virtual Joystick
  38525. */
  38526. getRightJoystick(): VirtualJoystick;
  38527. /**
  38528. * Update the current camera state depending on the inputs that have been used this frame.
  38529. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38530. */
  38531. checkInputs(): void;
  38532. /**
  38533. * Attach the input controls to a specific dom element to get the input from.
  38534. * @param element Defines the element the controls should be listened from
  38535. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38536. */
  38537. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38538. /**
  38539. * Detach the current controls from the specified dom element.
  38540. * @param element Defines the element to stop listening the inputs from
  38541. */
  38542. detachControl(element: Nullable<HTMLElement>): void;
  38543. /**
  38544. * Gets the class name of the current intput.
  38545. * @returns the class name
  38546. */
  38547. getClassName(): string;
  38548. /**
  38549. * Get the friendly name associated with the input class.
  38550. * @returns the input friendly name
  38551. */
  38552. getSimpleName(): string;
  38553. }
  38554. }
  38555. declare module BABYLON {
  38556. /**
  38557. * This represents a FPS type of camera controlled by touch.
  38558. * This is like a universal camera minus the Gamepad controls.
  38559. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  38560. */
  38561. export class TouchCamera extends FreeCamera {
  38562. /**
  38563. * Defines the touch sensibility for rotation.
  38564. * The higher the faster.
  38565. */
  38566. touchAngularSensibility: number;
  38567. /**
  38568. * Defines the touch sensibility for move.
  38569. * The higher the faster.
  38570. */
  38571. touchMoveSensibility: number;
  38572. /**
  38573. * Instantiates a new touch camera.
  38574. * This represents a FPS type of camera controlled by touch.
  38575. * This is like a universal camera minus the Gamepad controls.
  38576. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  38577. * @param name Define the name of the camera in the scene
  38578. * @param position Define the start position of the camera in the scene
  38579. * @param scene Define the scene the camera belongs to
  38580. */
  38581. constructor(name: string, position: Vector3, scene: Scene);
  38582. /**
  38583. * Gets the current object class name.
  38584. * @return the class name
  38585. */
  38586. getClassName(): string;
  38587. /** @hidden */
  38588. _setupInputs(): void;
  38589. }
  38590. }
  38591. declare module BABYLON {
  38592. /**
  38593. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  38594. * being tilted forward or back and left or right.
  38595. */
  38596. export class DeviceOrientationCamera extends FreeCamera {
  38597. private _initialQuaternion;
  38598. private _quaternionCache;
  38599. private _tmpDragQuaternion;
  38600. private _disablePointerInputWhenUsingDeviceOrientation;
  38601. /**
  38602. * Creates a new device orientation camera
  38603. * @param name The name of the camera
  38604. * @param position The start position camera
  38605. * @param scene The scene the camera belongs to
  38606. */
  38607. constructor(name: string, position: Vector3, scene: Scene);
  38608. /**
  38609. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  38610. */
  38611. disablePointerInputWhenUsingDeviceOrientation: boolean;
  38612. private _dragFactor;
  38613. /**
  38614. * Enabled turning on the y axis when the orientation sensor is active
  38615. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  38616. */
  38617. enableHorizontalDragging(dragFactor?: number): void;
  38618. /**
  38619. * Gets the current instance class name ("DeviceOrientationCamera").
  38620. * This helps avoiding instanceof at run time.
  38621. * @returns the class name
  38622. */
  38623. getClassName(): string;
  38624. /**
  38625. * @hidden
  38626. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  38627. */
  38628. _checkInputs(): void;
  38629. /**
  38630. * Reset the camera to its default orientation on the specified axis only.
  38631. * @param axis The axis to reset
  38632. */
  38633. resetToCurrentRotation(axis?: Axis): void;
  38634. }
  38635. }
  38636. declare module BABYLON {
  38637. /**
  38638. * Defines supported buttons for XBox360 compatible gamepads
  38639. */
  38640. export enum Xbox360Button {
  38641. /** A */
  38642. A = 0,
  38643. /** B */
  38644. B = 1,
  38645. /** X */
  38646. X = 2,
  38647. /** Y */
  38648. Y = 3,
  38649. /** Start */
  38650. Start = 4,
  38651. /** Back */
  38652. Back = 5,
  38653. /** Left button */
  38654. LB = 6,
  38655. /** Right button */
  38656. RB = 7,
  38657. /** Left stick */
  38658. LeftStick = 8,
  38659. /** Right stick */
  38660. RightStick = 9
  38661. }
  38662. /** Defines values for XBox360 DPad */
  38663. export enum Xbox360Dpad {
  38664. /** Up */
  38665. Up = 0,
  38666. /** Down */
  38667. Down = 1,
  38668. /** Left */
  38669. Left = 2,
  38670. /** Right */
  38671. Right = 3
  38672. }
  38673. /**
  38674. * Defines a XBox360 gamepad
  38675. */
  38676. export class Xbox360Pad extends Gamepad {
  38677. private _leftTrigger;
  38678. private _rightTrigger;
  38679. private _onlefttriggerchanged;
  38680. private _onrighttriggerchanged;
  38681. private _onbuttondown;
  38682. private _onbuttonup;
  38683. private _ondpaddown;
  38684. private _ondpadup;
  38685. /** Observable raised when a button is pressed */
  38686. onButtonDownObservable: Observable<Xbox360Button>;
  38687. /** Observable raised when a button is released */
  38688. onButtonUpObservable: Observable<Xbox360Button>;
  38689. /** Observable raised when a pad is pressed */
  38690. onPadDownObservable: Observable<Xbox360Dpad>;
  38691. /** Observable raised when a pad is released */
  38692. onPadUpObservable: Observable<Xbox360Dpad>;
  38693. private _buttonA;
  38694. private _buttonB;
  38695. private _buttonX;
  38696. private _buttonY;
  38697. private _buttonBack;
  38698. private _buttonStart;
  38699. private _buttonLB;
  38700. private _buttonRB;
  38701. private _buttonLeftStick;
  38702. private _buttonRightStick;
  38703. private _dPadUp;
  38704. private _dPadDown;
  38705. private _dPadLeft;
  38706. private _dPadRight;
  38707. private _isXboxOnePad;
  38708. /**
  38709. * Creates a new XBox360 gamepad object
  38710. * @param id defines the id of this gamepad
  38711. * @param index defines its index
  38712. * @param gamepad defines the internal HTML gamepad object
  38713. * @param xboxOne defines if it is a XBox One gamepad
  38714. */
  38715. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  38716. /**
  38717. * Defines the callback to call when left trigger is pressed
  38718. * @param callback defines the callback to use
  38719. */
  38720. onlefttriggerchanged(callback: (value: number) => void): void;
  38721. /**
  38722. * Defines the callback to call when right trigger is pressed
  38723. * @param callback defines the callback to use
  38724. */
  38725. onrighttriggerchanged(callback: (value: number) => void): void;
  38726. /**
  38727. * Gets the left trigger value
  38728. */
  38729. /**
  38730. * Sets the left trigger value
  38731. */
  38732. leftTrigger: number;
  38733. /**
  38734. * Gets the right trigger value
  38735. */
  38736. /**
  38737. * Sets the right trigger value
  38738. */
  38739. rightTrigger: number;
  38740. /**
  38741. * Defines the callback to call when a button is pressed
  38742. * @param callback defines the callback to use
  38743. */
  38744. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  38745. /**
  38746. * Defines the callback to call when a button is released
  38747. * @param callback defines the callback to use
  38748. */
  38749. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  38750. /**
  38751. * Defines the callback to call when a pad is pressed
  38752. * @param callback defines the callback to use
  38753. */
  38754. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  38755. /**
  38756. * Defines the callback to call when a pad is released
  38757. * @param callback defines the callback to use
  38758. */
  38759. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  38760. private _setButtonValue;
  38761. private _setDPadValue;
  38762. /**
  38763. * Gets the value of the `A` button
  38764. */
  38765. /**
  38766. * Sets the value of the `A` button
  38767. */
  38768. buttonA: number;
  38769. /**
  38770. * Gets the value of the `B` button
  38771. */
  38772. /**
  38773. * Sets the value of the `B` button
  38774. */
  38775. buttonB: number;
  38776. /**
  38777. * Gets the value of the `X` button
  38778. */
  38779. /**
  38780. * Sets the value of the `X` button
  38781. */
  38782. buttonX: number;
  38783. /**
  38784. * Gets the value of the `Y` button
  38785. */
  38786. /**
  38787. * Sets the value of the `Y` button
  38788. */
  38789. buttonY: number;
  38790. /**
  38791. * Gets the value of the `Start` button
  38792. */
  38793. /**
  38794. * Sets the value of the `Start` button
  38795. */
  38796. buttonStart: number;
  38797. /**
  38798. * Gets the value of the `Back` button
  38799. */
  38800. /**
  38801. * Sets the value of the `Back` button
  38802. */
  38803. buttonBack: number;
  38804. /**
  38805. * Gets the value of the `Left` button
  38806. */
  38807. /**
  38808. * Sets the value of the `Left` button
  38809. */
  38810. buttonLB: number;
  38811. /**
  38812. * Gets the value of the `Right` button
  38813. */
  38814. /**
  38815. * Sets the value of the `Right` button
  38816. */
  38817. buttonRB: number;
  38818. /**
  38819. * Gets the value of the Left joystick
  38820. */
  38821. /**
  38822. * Sets the value of the Left joystick
  38823. */
  38824. buttonLeftStick: number;
  38825. /**
  38826. * Gets the value of the Right joystick
  38827. */
  38828. /**
  38829. * Sets the value of the Right joystick
  38830. */
  38831. buttonRightStick: number;
  38832. /**
  38833. * Gets the value of D-pad up
  38834. */
  38835. /**
  38836. * Sets the value of D-pad up
  38837. */
  38838. dPadUp: number;
  38839. /**
  38840. * Gets the value of D-pad down
  38841. */
  38842. /**
  38843. * Sets the value of D-pad down
  38844. */
  38845. dPadDown: number;
  38846. /**
  38847. * Gets the value of D-pad left
  38848. */
  38849. /**
  38850. * Sets the value of D-pad left
  38851. */
  38852. dPadLeft: number;
  38853. /**
  38854. * Gets the value of D-pad right
  38855. */
  38856. /**
  38857. * Sets the value of D-pad right
  38858. */
  38859. dPadRight: number;
  38860. /**
  38861. * Force the gamepad to synchronize with device values
  38862. */
  38863. update(): void;
  38864. /**
  38865. * Disposes the gamepad
  38866. */
  38867. dispose(): void;
  38868. }
  38869. }
  38870. declare module BABYLON {
  38871. /**
  38872. * Defines supported buttons for DualShock compatible gamepads
  38873. */
  38874. export enum DualShockButton {
  38875. /** Cross */
  38876. Cross = 0,
  38877. /** Circle */
  38878. Circle = 1,
  38879. /** Square */
  38880. Square = 2,
  38881. /** Triangle */
  38882. Triangle = 3,
  38883. /** Options */
  38884. Options = 4,
  38885. /** Share */
  38886. Share = 5,
  38887. /** L1 */
  38888. L1 = 6,
  38889. /** R1 */
  38890. R1 = 7,
  38891. /** Left stick */
  38892. LeftStick = 8,
  38893. /** Right stick */
  38894. RightStick = 9
  38895. }
  38896. /** Defines values for DualShock DPad */
  38897. export enum DualShockDpad {
  38898. /** Up */
  38899. Up = 0,
  38900. /** Down */
  38901. Down = 1,
  38902. /** Left */
  38903. Left = 2,
  38904. /** Right */
  38905. Right = 3
  38906. }
  38907. /**
  38908. * Defines a DualShock gamepad
  38909. */
  38910. export class DualShockPad extends Gamepad {
  38911. private _leftTrigger;
  38912. private _rightTrigger;
  38913. private _onlefttriggerchanged;
  38914. private _onrighttriggerchanged;
  38915. private _onbuttondown;
  38916. private _onbuttonup;
  38917. private _ondpaddown;
  38918. private _ondpadup;
  38919. /** Observable raised when a button is pressed */
  38920. onButtonDownObservable: Observable<DualShockButton>;
  38921. /** Observable raised when a button is released */
  38922. onButtonUpObservable: Observable<DualShockButton>;
  38923. /** Observable raised when a pad is pressed */
  38924. onPadDownObservable: Observable<DualShockDpad>;
  38925. /** Observable raised when a pad is released */
  38926. onPadUpObservable: Observable<DualShockDpad>;
  38927. private _buttonCross;
  38928. private _buttonCircle;
  38929. private _buttonSquare;
  38930. private _buttonTriangle;
  38931. private _buttonShare;
  38932. private _buttonOptions;
  38933. private _buttonL1;
  38934. private _buttonR1;
  38935. private _buttonLeftStick;
  38936. private _buttonRightStick;
  38937. private _dPadUp;
  38938. private _dPadDown;
  38939. private _dPadLeft;
  38940. private _dPadRight;
  38941. /**
  38942. * Creates a new DualShock gamepad object
  38943. * @param id defines the id of this gamepad
  38944. * @param index defines its index
  38945. * @param gamepad defines the internal HTML gamepad object
  38946. */
  38947. constructor(id: string, index: number, gamepad: any);
  38948. /**
  38949. * Defines the callback to call when left trigger is pressed
  38950. * @param callback defines the callback to use
  38951. */
  38952. onlefttriggerchanged(callback: (value: number) => void): void;
  38953. /**
  38954. * Defines the callback to call when right trigger is pressed
  38955. * @param callback defines the callback to use
  38956. */
  38957. onrighttriggerchanged(callback: (value: number) => void): void;
  38958. /**
  38959. * Gets the left trigger value
  38960. */
  38961. /**
  38962. * Sets the left trigger value
  38963. */
  38964. leftTrigger: number;
  38965. /**
  38966. * Gets the right trigger value
  38967. */
  38968. /**
  38969. * Sets the right trigger value
  38970. */
  38971. rightTrigger: number;
  38972. /**
  38973. * Defines the callback to call when a button is pressed
  38974. * @param callback defines the callback to use
  38975. */
  38976. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  38977. /**
  38978. * Defines the callback to call when a button is released
  38979. * @param callback defines the callback to use
  38980. */
  38981. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  38982. /**
  38983. * Defines the callback to call when a pad is pressed
  38984. * @param callback defines the callback to use
  38985. */
  38986. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  38987. /**
  38988. * Defines the callback to call when a pad is released
  38989. * @param callback defines the callback to use
  38990. */
  38991. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  38992. private _setButtonValue;
  38993. private _setDPadValue;
  38994. /**
  38995. * Gets the value of the `Cross` button
  38996. */
  38997. /**
  38998. * Sets the value of the `Cross` button
  38999. */
  39000. buttonCross: number;
  39001. /**
  39002. * Gets the value of the `Circle` button
  39003. */
  39004. /**
  39005. * Sets the value of the `Circle` button
  39006. */
  39007. buttonCircle: number;
  39008. /**
  39009. * Gets the value of the `Square` button
  39010. */
  39011. /**
  39012. * Sets the value of the `Square` button
  39013. */
  39014. buttonSquare: number;
  39015. /**
  39016. * Gets the value of the `Triangle` button
  39017. */
  39018. /**
  39019. * Sets the value of the `Triangle` button
  39020. */
  39021. buttonTriangle: number;
  39022. /**
  39023. * Gets the value of the `Options` button
  39024. */
  39025. /**
  39026. * Sets the value of the `Options` button
  39027. */
  39028. buttonOptions: number;
  39029. /**
  39030. * Gets the value of the `Share` button
  39031. */
  39032. /**
  39033. * Sets the value of the `Share` button
  39034. */
  39035. buttonShare: number;
  39036. /**
  39037. * Gets the value of the `L1` button
  39038. */
  39039. /**
  39040. * Sets the value of the `L1` button
  39041. */
  39042. buttonL1: number;
  39043. /**
  39044. * Gets the value of the `R1` button
  39045. */
  39046. /**
  39047. * Sets the value of the `R1` button
  39048. */
  39049. buttonR1: number;
  39050. /**
  39051. * Gets the value of the Left joystick
  39052. */
  39053. /**
  39054. * Sets the value of the Left joystick
  39055. */
  39056. buttonLeftStick: number;
  39057. /**
  39058. * Gets the value of the Right joystick
  39059. */
  39060. /**
  39061. * Sets the value of the Right joystick
  39062. */
  39063. buttonRightStick: number;
  39064. /**
  39065. * Gets the value of D-pad up
  39066. */
  39067. /**
  39068. * Sets the value of D-pad up
  39069. */
  39070. dPadUp: number;
  39071. /**
  39072. * Gets the value of D-pad down
  39073. */
  39074. /**
  39075. * Sets the value of D-pad down
  39076. */
  39077. dPadDown: number;
  39078. /**
  39079. * Gets the value of D-pad left
  39080. */
  39081. /**
  39082. * Sets the value of D-pad left
  39083. */
  39084. dPadLeft: number;
  39085. /**
  39086. * Gets the value of D-pad right
  39087. */
  39088. /**
  39089. * Sets the value of D-pad right
  39090. */
  39091. dPadRight: number;
  39092. /**
  39093. * Force the gamepad to synchronize with device values
  39094. */
  39095. update(): void;
  39096. /**
  39097. * Disposes the gamepad
  39098. */
  39099. dispose(): void;
  39100. }
  39101. }
  39102. declare module BABYLON {
  39103. /**
  39104. * Manager for handling gamepads
  39105. */
  39106. export class GamepadManager {
  39107. private _scene?;
  39108. private _babylonGamepads;
  39109. private _oneGamepadConnected;
  39110. /** @hidden */
  39111. _isMonitoring: boolean;
  39112. private _gamepadEventSupported;
  39113. private _gamepadSupport;
  39114. /**
  39115. * observable to be triggered when the gamepad controller has been connected
  39116. */
  39117. onGamepadConnectedObservable: Observable<Gamepad>;
  39118. /**
  39119. * observable to be triggered when the gamepad controller has been disconnected
  39120. */
  39121. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39122. private _onGamepadConnectedEvent;
  39123. private _onGamepadDisconnectedEvent;
  39124. /**
  39125. * Initializes the gamepad manager
  39126. * @param _scene BabylonJS scene
  39127. */
  39128. constructor(_scene?: Scene | undefined);
  39129. /**
  39130. * The gamepads in the game pad manager
  39131. */
  39132. readonly gamepads: Gamepad[];
  39133. /**
  39134. * Get the gamepad controllers based on type
  39135. * @param type The type of gamepad controller
  39136. * @returns Nullable gamepad
  39137. */
  39138. getGamepadByType(type?: number): Nullable<Gamepad>;
  39139. /**
  39140. * Disposes the gamepad manager
  39141. */
  39142. dispose(): void;
  39143. private _addNewGamepad;
  39144. private _startMonitoringGamepads;
  39145. private _stopMonitoringGamepads;
  39146. /** @hidden */
  39147. _checkGamepadsStatus(): void;
  39148. private _updateGamepadObjects;
  39149. }
  39150. }
  39151. declare module BABYLON {
  39152. interface Scene {
  39153. /** @hidden */
  39154. _gamepadManager: Nullable<GamepadManager>;
  39155. /**
  39156. * Gets the gamepad manager associated with the scene
  39157. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39158. */
  39159. gamepadManager: GamepadManager;
  39160. }
  39161. /**
  39162. * Interface representing a free camera inputs manager
  39163. */
  39164. interface FreeCameraInputsManager {
  39165. /**
  39166. * Adds gamepad input support to the FreeCameraInputsManager.
  39167. * @returns the FreeCameraInputsManager
  39168. */
  39169. addGamepad(): FreeCameraInputsManager;
  39170. }
  39171. /**
  39172. * Interface representing an arc rotate camera inputs manager
  39173. */
  39174. interface ArcRotateCameraInputsManager {
  39175. /**
  39176. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39177. * @returns the camera inputs manager
  39178. */
  39179. addGamepad(): ArcRotateCameraInputsManager;
  39180. }
  39181. /**
  39182. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39183. */
  39184. export class GamepadSystemSceneComponent implements ISceneComponent {
  39185. /**
  39186. * The component name helpfull to identify the component in the list of scene components.
  39187. */
  39188. readonly name: string;
  39189. /**
  39190. * The scene the component belongs to.
  39191. */
  39192. scene: Scene;
  39193. /**
  39194. * Creates a new instance of the component for the given scene
  39195. * @param scene Defines the scene to register the component in
  39196. */
  39197. constructor(scene: Scene);
  39198. /**
  39199. * Registers the component in a given scene
  39200. */
  39201. register(): void;
  39202. /**
  39203. * Rebuilds the elements related to this component in case of
  39204. * context lost for instance.
  39205. */
  39206. rebuild(): void;
  39207. /**
  39208. * Disposes the component and the associated ressources
  39209. */
  39210. dispose(): void;
  39211. private _beforeCameraUpdate;
  39212. }
  39213. }
  39214. declare module BABYLON {
  39215. /**
  39216. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39217. * which still works and will still be found in many Playgrounds.
  39218. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39219. */
  39220. export class UniversalCamera extends TouchCamera {
  39221. /**
  39222. * Defines the gamepad rotation sensiblity.
  39223. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39224. */
  39225. gamepadAngularSensibility: number;
  39226. /**
  39227. * Defines the gamepad move sensiblity.
  39228. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39229. */
  39230. gamepadMoveSensibility: number;
  39231. /**
  39232. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39233. * which still works and will still be found in many Playgrounds.
  39234. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39235. * @param name Define the name of the camera in the scene
  39236. * @param position Define the start position of the camera in the scene
  39237. * @param scene Define the scene the camera belongs to
  39238. */
  39239. constructor(name: string, position: Vector3, scene: Scene);
  39240. /**
  39241. * Gets the current object class name.
  39242. * @return the class name
  39243. */
  39244. getClassName(): string;
  39245. }
  39246. }
  39247. declare module BABYLON {
  39248. /**
  39249. * This represents a FPS type of camera. This is only here for back compat purpose.
  39250. * Please use the UniversalCamera instead as both are identical.
  39251. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39252. */
  39253. export class GamepadCamera extends UniversalCamera {
  39254. /**
  39255. * Instantiates a new Gamepad Camera
  39256. * This represents a FPS type of camera. This is only here for back compat purpose.
  39257. * Please use the UniversalCamera instead as both are identical.
  39258. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39259. * @param name Define the name of the camera in the scene
  39260. * @param position Define the start position of the camera in the scene
  39261. * @param scene Define the scene the camera belongs to
  39262. */
  39263. constructor(name: string, position: Vector3, scene: Scene);
  39264. /**
  39265. * Gets the current object class name.
  39266. * @return the class name
  39267. */
  39268. getClassName(): string;
  39269. }
  39270. }
  39271. declare module BABYLON {
  39272. /** @hidden */
  39273. export var passPixelShader: {
  39274. name: string;
  39275. shader: string;
  39276. };
  39277. }
  39278. declare module BABYLON {
  39279. /** @hidden */
  39280. export var passCubePixelShader: {
  39281. name: string;
  39282. shader: string;
  39283. };
  39284. }
  39285. declare module BABYLON {
  39286. /**
  39287. * PassPostProcess which produces an output the same as it's input
  39288. */
  39289. export class PassPostProcess extends PostProcess {
  39290. /**
  39291. * Creates the PassPostProcess
  39292. * @param name The name of the effect.
  39293. * @param options The required width/height ratio to downsize to before computing the render pass.
  39294. * @param camera The camera to apply the render pass to.
  39295. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39296. * @param engine The engine which the post process will be applied. (default: current engine)
  39297. * @param reusable If the post process can be reused on the same frame. (default: false)
  39298. * @param textureType The type of texture to be used when performing the post processing.
  39299. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39300. */
  39301. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39302. }
  39303. /**
  39304. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39305. */
  39306. export class PassCubePostProcess extends PostProcess {
  39307. private _face;
  39308. /**
  39309. * Gets or sets the cube face to display.
  39310. * * 0 is +X
  39311. * * 1 is -X
  39312. * * 2 is +Y
  39313. * * 3 is -Y
  39314. * * 4 is +Z
  39315. * * 5 is -Z
  39316. */
  39317. face: number;
  39318. /**
  39319. * Creates the PassCubePostProcess
  39320. * @param name The name of the effect.
  39321. * @param options The required width/height ratio to downsize to before computing the render pass.
  39322. * @param camera The camera to apply the render pass to.
  39323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39324. * @param engine The engine which the post process will be applied. (default: current engine)
  39325. * @param reusable If the post process can be reused on the same frame. (default: false)
  39326. * @param textureType The type of texture to be used when performing the post processing.
  39327. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39328. */
  39329. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39330. }
  39331. }
  39332. declare module BABYLON {
  39333. /** @hidden */
  39334. export var anaglyphPixelShader: {
  39335. name: string;
  39336. shader: string;
  39337. };
  39338. }
  39339. declare module BABYLON {
  39340. /**
  39341. * Postprocess used to generate anaglyphic rendering
  39342. */
  39343. export class AnaglyphPostProcess extends PostProcess {
  39344. private _passedProcess;
  39345. /**
  39346. * Creates a new AnaglyphPostProcess
  39347. * @param name defines postprocess name
  39348. * @param options defines creation options or target ratio scale
  39349. * @param rigCameras defines cameras using this postprocess
  39350. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39351. * @param engine defines hosting engine
  39352. * @param reusable defines if the postprocess will be reused multiple times per frame
  39353. */
  39354. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39355. }
  39356. }
  39357. declare module BABYLON {
  39358. /**
  39359. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39360. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39361. */
  39362. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39363. /**
  39364. * Creates a new AnaglyphArcRotateCamera
  39365. * @param name defines camera name
  39366. * @param alpha defines alpha angle (in radians)
  39367. * @param beta defines beta angle (in radians)
  39368. * @param radius defines radius
  39369. * @param target defines camera target
  39370. * @param interaxialDistance defines distance between each color axis
  39371. * @param scene defines the hosting scene
  39372. */
  39373. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39374. /**
  39375. * Gets camera class name
  39376. * @returns AnaglyphArcRotateCamera
  39377. */
  39378. getClassName(): string;
  39379. }
  39380. }
  39381. declare module BABYLON {
  39382. /**
  39383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39385. */
  39386. export class AnaglyphFreeCamera extends FreeCamera {
  39387. /**
  39388. * Creates a new AnaglyphFreeCamera
  39389. * @param name defines camera name
  39390. * @param position defines initial position
  39391. * @param interaxialDistance defines distance between each color axis
  39392. * @param scene defines the hosting scene
  39393. */
  39394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39395. /**
  39396. * Gets camera class name
  39397. * @returns AnaglyphFreeCamera
  39398. */
  39399. getClassName(): string;
  39400. }
  39401. }
  39402. declare module BABYLON {
  39403. /**
  39404. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39405. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39406. */
  39407. export class AnaglyphGamepadCamera extends GamepadCamera {
  39408. /**
  39409. * Creates a new AnaglyphGamepadCamera
  39410. * @param name defines camera name
  39411. * @param position defines initial position
  39412. * @param interaxialDistance defines distance between each color axis
  39413. * @param scene defines the hosting scene
  39414. */
  39415. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39416. /**
  39417. * Gets camera class name
  39418. * @returns AnaglyphGamepadCamera
  39419. */
  39420. getClassName(): string;
  39421. }
  39422. }
  39423. declare module BABYLON {
  39424. /**
  39425. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  39426. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39427. */
  39428. export class AnaglyphUniversalCamera extends UniversalCamera {
  39429. /**
  39430. * Creates a new AnaglyphUniversalCamera
  39431. * @param name defines camera name
  39432. * @param position defines initial position
  39433. * @param interaxialDistance defines distance between each color axis
  39434. * @param scene defines the hosting scene
  39435. */
  39436. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39437. /**
  39438. * Gets camera class name
  39439. * @returns AnaglyphUniversalCamera
  39440. */
  39441. getClassName(): string;
  39442. }
  39443. }
  39444. declare module BABYLON {
  39445. /** @hidden */
  39446. export var stereoscopicInterlacePixelShader: {
  39447. name: string;
  39448. shader: string;
  39449. };
  39450. }
  39451. declare module BABYLON {
  39452. /**
  39453. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  39454. */
  39455. export class StereoscopicInterlacePostProcess extends PostProcess {
  39456. private _stepSize;
  39457. private _passedProcess;
  39458. /**
  39459. * Initializes a StereoscopicInterlacePostProcess
  39460. * @param name The name of the effect.
  39461. * @param rigCameras The rig cameras to be appled to the post process
  39462. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  39463. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39464. * @param engine The engine which the post process will be applied. (default: current engine)
  39465. * @param reusable If the post process can be reused on the same frame. (default: false)
  39466. */
  39467. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  39468. }
  39469. }
  39470. declare module BABYLON {
  39471. /**
  39472. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  39473. * @see http://doc.babylonjs.com/features/cameras
  39474. */
  39475. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  39476. /**
  39477. * Creates a new StereoscopicArcRotateCamera
  39478. * @param name defines camera name
  39479. * @param alpha defines alpha angle (in radians)
  39480. * @param beta defines beta angle (in radians)
  39481. * @param radius defines radius
  39482. * @param target defines camera target
  39483. * @param interaxialDistance defines distance between each color axis
  39484. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  39485. * @param scene defines the hosting scene
  39486. */
  39487. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  39488. /**
  39489. * Gets camera class name
  39490. * @returns StereoscopicArcRotateCamera
  39491. */
  39492. getClassName(): string;
  39493. }
  39494. }
  39495. declare module BABYLON {
  39496. /**
  39497. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  39498. * @see http://doc.babylonjs.com/features/cameras
  39499. */
  39500. export class StereoscopicFreeCamera extends FreeCamera {
  39501. /**
  39502. * Creates a new StereoscopicFreeCamera
  39503. * @param name defines camera name
  39504. * @param position defines initial position
  39505. * @param interaxialDistance defines distance between each color axis
  39506. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  39507. * @param scene defines the hosting scene
  39508. */
  39509. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  39510. /**
  39511. * Gets camera class name
  39512. * @returns StereoscopicFreeCamera
  39513. */
  39514. getClassName(): string;
  39515. }
  39516. }
  39517. declare module BABYLON {
  39518. /**
  39519. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  39520. * @see http://doc.babylonjs.com/features/cameras
  39521. */
  39522. export class StereoscopicGamepadCamera extends GamepadCamera {
  39523. /**
  39524. * Creates a new StereoscopicGamepadCamera
  39525. * @param name defines camera name
  39526. * @param position defines initial position
  39527. * @param interaxialDistance defines distance between each color axis
  39528. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  39529. * @param scene defines the hosting scene
  39530. */
  39531. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  39532. /**
  39533. * Gets camera class name
  39534. * @returns StereoscopicGamepadCamera
  39535. */
  39536. getClassName(): string;
  39537. }
  39538. }
  39539. declare module BABYLON {
  39540. /**
  39541. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  39542. * @see http://doc.babylonjs.com/features/cameras
  39543. */
  39544. export class StereoscopicUniversalCamera extends UniversalCamera {
  39545. /**
  39546. * Creates a new StereoscopicUniversalCamera
  39547. * @param name defines camera name
  39548. * @param position defines initial position
  39549. * @param interaxialDistance defines distance between each color axis
  39550. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  39551. * @param scene defines the hosting scene
  39552. */
  39553. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  39554. /**
  39555. * Gets camera class name
  39556. * @returns StereoscopicUniversalCamera
  39557. */
  39558. getClassName(): string;
  39559. }
  39560. }
  39561. declare module BABYLON {
  39562. /**
  39563. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  39564. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  39565. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  39566. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  39567. */
  39568. export class VirtualJoysticksCamera extends FreeCamera {
  39569. /**
  39570. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  39571. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  39572. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  39573. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  39574. * @param name Define the name of the camera in the scene
  39575. * @param position Define the start position of the camera in the scene
  39576. * @param scene Define the scene the camera belongs to
  39577. */
  39578. constructor(name: string, position: Vector3, scene: Scene);
  39579. /**
  39580. * Gets the current object class name.
  39581. * @return the class name
  39582. */
  39583. getClassName(): string;
  39584. }
  39585. }
  39586. declare module BABYLON {
  39587. /**
  39588. * This represents all the required metrics to create a VR camera.
  39589. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  39590. */
  39591. export class VRCameraMetrics {
  39592. /**
  39593. * Define the horizontal resolution off the screen.
  39594. */
  39595. hResolution: number;
  39596. /**
  39597. * Define the vertical resolution off the screen.
  39598. */
  39599. vResolution: number;
  39600. /**
  39601. * Define the horizontal screen size.
  39602. */
  39603. hScreenSize: number;
  39604. /**
  39605. * Define the vertical screen size.
  39606. */
  39607. vScreenSize: number;
  39608. /**
  39609. * Define the vertical screen center position.
  39610. */
  39611. vScreenCenter: number;
  39612. /**
  39613. * Define the distance of the eyes to the screen.
  39614. */
  39615. eyeToScreenDistance: number;
  39616. /**
  39617. * Define the distance between both lenses
  39618. */
  39619. lensSeparationDistance: number;
  39620. /**
  39621. * Define the distance between both viewer's eyes.
  39622. */
  39623. interpupillaryDistance: number;
  39624. /**
  39625. * Define the distortion factor of the VR postprocess.
  39626. * Please, touch with care.
  39627. */
  39628. distortionK: number[];
  39629. /**
  39630. * Define the chromatic aberration correction factors for the VR post process.
  39631. */
  39632. chromaAbCorrection: number[];
  39633. /**
  39634. * Define the scale factor of the post process.
  39635. * The smaller the better but the slower.
  39636. */
  39637. postProcessScaleFactor: number;
  39638. /**
  39639. * Define an offset for the lens center.
  39640. */
  39641. lensCenterOffset: number;
  39642. /**
  39643. * Define if the current vr camera should compensate the distortion of the lense or not.
  39644. */
  39645. compensateDistortion: boolean;
  39646. /**
  39647. * Defines if multiview should be enabled when rendering (Default: false)
  39648. */
  39649. multiviewEnabled: boolean;
  39650. /**
  39651. * Gets the rendering aspect ratio based on the provided resolutions.
  39652. */
  39653. readonly aspectRatio: number;
  39654. /**
  39655. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  39656. */
  39657. readonly aspectRatioFov: number;
  39658. /**
  39659. * @hidden
  39660. */
  39661. readonly leftHMatrix: Matrix;
  39662. /**
  39663. * @hidden
  39664. */
  39665. readonly rightHMatrix: Matrix;
  39666. /**
  39667. * @hidden
  39668. */
  39669. readonly leftPreViewMatrix: Matrix;
  39670. /**
  39671. * @hidden
  39672. */
  39673. readonly rightPreViewMatrix: Matrix;
  39674. /**
  39675. * Get the default VRMetrics based on the most generic setup.
  39676. * @returns the default vr metrics
  39677. */
  39678. static GetDefault(): VRCameraMetrics;
  39679. }
  39680. }
  39681. declare module BABYLON {
  39682. /** @hidden */
  39683. export var vrDistortionCorrectionPixelShader: {
  39684. name: string;
  39685. shader: string;
  39686. };
  39687. }
  39688. declare module BABYLON {
  39689. /**
  39690. * VRDistortionCorrectionPostProcess used for mobile VR
  39691. */
  39692. export class VRDistortionCorrectionPostProcess extends PostProcess {
  39693. private _isRightEye;
  39694. private _distortionFactors;
  39695. private _postProcessScaleFactor;
  39696. private _lensCenterOffset;
  39697. private _scaleIn;
  39698. private _scaleFactor;
  39699. private _lensCenter;
  39700. /**
  39701. * Initializes the VRDistortionCorrectionPostProcess
  39702. * @param name The name of the effect.
  39703. * @param camera The camera to apply the render pass to.
  39704. * @param isRightEye If this is for the right eye distortion
  39705. * @param vrMetrics All the required metrics for the VR camera
  39706. */
  39707. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  39708. }
  39709. }
  39710. declare module BABYLON {
  39711. /**
  39712. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  39713. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  39714. */
  39715. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  39716. /**
  39717. * Creates a new VRDeviceOrientationArcRotateCamera
  39718. * @param name defines camera name
  39719. * @param alpha defines the camera rotation along the logitudinal axis
  39720. * @param beta defines the camera rotation along the latitudinal axis
  39721. * @param radius defines the camera distance from its target
  39722. * @param target defines the camera target
  39723. * @param scene defines the scene the camera belongs to
  39724. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  39725. * @param vrCameraMetrics defines the vr metrics associated to the camera
  39726. */
  39727. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  39728. /**
  39729. * Gets camera class name
  39730. * @returns VRDeviceOrientationArcRotateCamera
  39731. */
  39732. getClassName(): string;
  39733. }
  39734. }
  39735. declare module BABYLON {
  39736. /**
  39737. * Camera used to simulate VR rendering (based on FreeCamera)
  39738. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  39739. */
  39740. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  39741. /**
  39742. * Creates a new VRDeviceOrientationFreeCamera
  39743. * @param name defines camera name
  39744. * @param position defines the start position of the camera
  39745. * @param scene defines the scene the camera belongs to
  39746. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  39747. * @param vrCameraMetrics defines the vr metrics associated to the camera
  39748. */
  39749. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  39750. /**
  39751. * Gets camera class name
  39752. * @returns VRDeviceOrientationFreeCamera
  39753. */
  39754. getClassName(): string;
  39755. }
  39756. }
  39757. declare module BABYLON {
  39758. /**
  39759. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  39760. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  39761. */
  39762. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  39763. /**
  39764. * Creates a new VRDeviceOrientationGamepadCamera
  39765. * @param name defines camera name
  39766. * @param position defines the start position of the camera
  39767. * @param scene defines the scene the camera belongs to
  39768. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  39769. * @param vrCameraMetrics defines the vr metrics associated to the camera
  39770. */
  39771. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  39772. /**
  39773. * Gets camera class name
  39774. * @returns VRDeviceOrientationGamepadCamera
  39775. */
  39776. getClassName(): string;
  39777. }
  39778. }
  39779. declare module BABYLON {
  39780. /**
  39781. * Base class of materials working in push mode in babylon JS
  39782. * @hidden
  39783. */
  39784. export class PushMaterial extends Material {
  39785. protected _activeEffect: Effect;
  39786. protected _normalMatrix: Matrix;
  39787. /**
  39788. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  39789. * This means that the material can keep using a previous shader while a new one is being compiled.
  39790. * This is mostly used when shader parallel compilation is supported (true by default)
  39791. */
  39792. allowShaderHotSwapping: boolean;
  39793. constructor(name: string, scene: Scene);
  39794. getEffect(): Effect;
  39795. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  39796. /**
  39797. * Binds the given world matrix to the active effect
  39798. *
  39799. * @param world the matrix to bind
  39800. */
  39801. bindOnlyWorldMatrix(world: Matrix): void;
  39802. /**
  39803. * Binds the given normal matrix to the active effect
  39804. *
  39805. * @param normalMatrix the matrix to bind
  39806. */
  39807. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  39808. bind(world: Matrix, mesh?: Mesh): void;
  39809. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  39810. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  39811. }
  39812. }
  39813. declare module BABYLON {
  39814. /**
  39815. * This groups all the flags used to control the materials channel.
  39816. */
  39817. export class MaterialFlags {
  39818. private static _DiffuseTextureEnabled;
  39819. /**
  39820. * Are diffuse textures enabled in the application.
  39821. */
  39822. static DiffuseTextureEnabled: boolean;
  39823. private static _AmbientTextureEnabled;
  39824. /**
  39825. * Are ambient textures enabled in the application.
  39826. */
  39827. static AmbientTextureEnabled: boolean;
  39828. private static _OpacityTextureEnabled;
  39829. /**
  39830. * Are opacity textures enabled in the application.
  39831. */
  39832. static OpacityTextureEnabled: boolean;
  39833. private static _ReflectionTextureEnabled;
  39834. /**
  39835. * Are reflection textures enabled in the application.
  39836. */
  39837. static ReflectionTextureEnabled: boolean;
  39838. private static _EmissiveTextureEnabled;
  39839. /**
  39840. * Are emissive textures enabled in the application.
  39841. */
  39842. static EmissiveTextureEnabled: boolean;
  39843. private static _SpecularTextureEnabled;
  39844. /**
  39845. * Are specular textures enabled in the application.
  39846. */
  39847. static SpecularTextureEnabled: boolean;
  39848. private static _BumpTextureEnabled;
  39849. /**
  39850. * Are bump textures enabled in the application.
  39851. */
  39852. static BumpTextureEnabled: boolean;
  39853. private static _LightmapTextureEnabled;
  39854. /**
  39855. * Are lightmap textures enabled in the application.
  39856. */
  39857. static LightmapTextureEnabled: boolean;
  39858. private static _RefractionTextureEnabled;
  39859. /**
  39860. * Are refraction textures enabled in the application.
  39861. */
  39862. static RefractionTextureEnabled: boolean;
  39863. private static _ColorGradingTextureEnabled;
  39864. /**
  39865. * Are color grading textures enabled in the application.
  39866. */
  39867. static ColorGradingTextureEnabled: boolean;
  39868. private static _FresnelEnabled;
  39869. /**
  39870. * Are fresnels enabled in the application.
  39871. */
  39872. static FresnelEnabled: boolean;
  39873. private static _ClearCoatTextureEnabled;
  39874. /**
  39875. * Are clear coat textures enabled in the application.
  39876. */
  39877. static ClearCoatTextureEnabled: boolean;
  39878. private static _ClearCoatBumpTextureEnabled;
  39879. /**
  39880. * Are clear coat bump textures enabled in the application.
  39881. */
  39882. static ClearCoatBumpTextureEnabled: boolean;
  39883. private static _ClearCoatTintTextureEnabled;
  39884. /**
  39885. * Are clear coat tint textures enabled in the application.
  39886. */
  39887. static ClearCoatTintTextureEnabled: boolean;
  39888. private static _SheenTextureEnabled;
  39889. /**
  39890. * Are sheen textures enabled in the application.
  39891. */
  39892. static SheenTextureEnabled: boolean;
  39893. private static _AnisotropicTextureEnabled;
  39894. /**
  39895. * Are anisotropic textures enabled in the application.
  39896. */
  39897. static AnisotropicTextureEnabled: boolean;
  39898. private static _ThicknessTextureEnabled;
  39899. /**
  39900. * Are thickness textures enabled in the application.
  39901. */
  39902. static ThicknessTextureEnabled: boolean;
  39903. }
  39904. }
  39905. declare module BABYLON {
  39906. /** @hidden */
  39907. export var defaultFragmentDeclaration: {
  39908. name: string;
  39909. shader: string;
  39910. };
  39911. }
  39912. declare module BABYLON {
  39913. /** @hidden */
  39914. export var defaultUboDeclaration: {
  39915. name: string;
  39916. shader: string;
  39917. };
  39918. }
  39919. declare module BABYLON {
  39920. /** @hidden */
  39921. export var lightFragmentDeclaration: {
  39922. name: string;
  39923. shader: string;
  39924. };
  39925. }
  39926. declare module BABYLON {
  39927. /** @hidden */
  39928. export var lightUboDeclaration: {
  39929. name: string;
  39930. shader: string;
  39931. };
  39932. }
  39933. declare module BABYLON {
  39934. /** @hidden */
  39935. export var lightsFragmentFunctions: {
  39936. name: string;
  39937. shader: string;
  39938. };
  39939. }
  39940. declare module BABYLON {
  39941. /** @hidden */
  39942. export var shadowsFragmentFunctions: {
  39943. name: string;
  39944. shader: string;
  39945. };
  39946. }
  39947. declare module BABYLON {
  39948. /** @hidden */
  39949. export var fresnelFunction: {
  39950. name: string;
  39951. shader: string;
  39952. };
  39953. }
  39954. declare module BABYLON {
  39955. /** @hidden */
  39956. export var reflectionFunction: {
  39957. name: string;
  39958. shader: string;
  39959. };
  39960. }
  39961. declare module BABYLON {
  39962. /** @hidden */
  39963. export var bumpFragmentFunctions: {
  39964. name: string;
  39965. shader: string;
  39966. };
  39967. }
  39968. declare module BABYLON {
  39969. /** @hidden */
  39970. export var logDepthDeclaration: {
  39971. name: string;
  39972. shader: string;
  39973. };
  39974. }
  39975. declare module BABYLON {
  39976. /** @hidden */
  39977. export var bumpFragment: {
  39978. name: string;
  39979. shader: string;
  39980. };
  39981. }
  39982. declare module BABYLON {
  39983. /** @hidden */
  39984. export var depthPrePass: {
  39985. name: string;
  39986. shader: string;
  39987. };
  39988. }
  39989. declare module BABYLON {
  39990. /** @hidden */
  39991. export var lightFragment: {
  39992. name: string;
  39993. shader: string;
  39994. };
  39995. }
  39996. declare module BABYLON {
  39997. /** @hidden */
  39998. export var logDepthFragment: {
  39999. name: string;
  40000. shader: string;
  40001. };
  40002. }
  40003. declare module BABYLON {
  40004. /** @hidden */
  40005. export var defaultPixelShader: {
  40006. name: string;
  40007. shader: string;
  40008. };
  40009. }
  40010. declare module BABYLON {
  40011. /** @hidden */
  40012. export var defaultVertexDeclaration: {
  40013. name: string;
  40014. shader: string;
  40015. };
  40016. }
  40017. declare module BABYLON {
  40018. /** @hidden */
  40019. export var bumpVertexDeclaration: {
  40020. name: string;
  40021. shader: string;
  40022. };
  40023. }
  40024. declare module BABYLON {
  40025. /** @hidden */
  40026. export var bumpVertex: {
  40027. name: string;
  40028. shader: string;
  40029. };
  40030. }
  40031. declare module BABYLON {
  40032. /** @hidden */
  40033. export var fogVertex: {
  40034. name: string;
  40035. shader: string;
  40036. };
  40037. }
  40038. declare module BABYLON {
  40039. /** @hidden */
  40040. export var shadowsVertex: {
  40041. name: string;
  40042. shader: string;
  40043. };
  40044. }
  40045. declare module BABYLON {
  40046. /** @hidden */
  40047. export var pointCloudVertex: {
  40048. name: string;
  40049. shader: string;
  40050. };
  40051. }
  40052. declare module BABYLON {
  40053. /** @hidden */
  40054. export var logDepthVertex: {
  40055. name: string;
  40056. shader: string;
  40057. };
  40058. }
  40059. declare module BABYLON {
  40060. /** @hidden */
  40061. export var defaultVertexShader: {
  40062. name: string;
  40063. shader: string;
  40064. };
  40065. }
  40066. declare module BABYLON {
  40067. /** @hidden */
  40068. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40069. MAINUV1: boolean;
  40070. MAINUV2: boolean;
  40071. DIFFUSE: boolean;
  40072. DIFFUSEDIRECTUV: number;
  40073. AMBIENT: boolean;
  40074. AMBIENTDIRECTUV: number;
  40075. OPACITY: boolean;
  40076. OPACITYDIRECTUV: number;
  40077. OPACITYRGB: boolean;
  40078. REFLECTION: boolean;
  40079. EMISSIVE: boolean;
  40080. EMISSIVEDIRECTUV: number;
  40081. SPECULAR: boolean;
  40082. SPECULARDIRECTUV: number;
  40083. BUMP: boolean;
  40084. BUMPDIRECTUV: number;
  40085. PARALLAX: boolean;
  40086. PARALLAXOCCLUSION: boolean;
  40087. SPECULAROVERALPHA: boolean;
  40088. CLIPPLANE: boolean;
  40089. CLIPPLANE2: boolean;
  40090. CLIPPLANE3: boolean;
  40091. CLIPPLANE4: boolean;
  40092. ALPHATEST: boolean;
  40093. DEPTHPREPASS: boolean;
  40094. ALPHAFROMDIFFUSE: boolean;
  40095. POINTSIZE: boolean;
  40096. FOG: boolean;
  40097. SPECULARTERM: boolean;
  40098. DIFFUSEFRESNEL: boolean;
  40099. OPACITYFRESNEL: boolean;
  40100. REFLECTIONFRESNEL: boolean;
  40101. REFRACTIONFRESNEL: boolean;
  40102. EMISSIVEFRESNEL: boolean;
  40103. FRESNEL: boolean;
  40104. NORMAL: boolean;
  40105. UV1: boolean;
  40106. UV2: boolean;
  40107. VERTEXCOLOR: boolean;
  40108. VERTEXALPHA: boolean;
  40109. NUM_BONE_INFLUENCERS: number;
  40110. BonesPerMesh: number;
  40111. BONETEXTURE: boolean;
  40112. INSTANCES: boolean;
  40113. GLOSSINESS: boolean;
  40114. ROUGHNESS: boolean;
  40115. EMISSIVEASILLUMINATION: boolean;
  40116. LINKEMISSIVEWITHDIFFUSE: boolean;
  40117. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40118. LIGHTMAP: boolean;
  40119. LIGHTMAPDIRECTUV: number;
  40120. OBJECTSPACE_NORMALMAP: boolean;
  40121. USELIGHTMAPASSHADOWMAP: boolean;
  40122. REFLECTIONMAP_3D: boolean;
  40123. REFLECTIONMAP_SPHERICAL: boolean;
  40124. REFLECTIONMAP_PLANAR: boolean;
  40125. REFLECTIONMAP_CUBIC: boolean;
  40126. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40127. REFLECTIONMAP_PROJECTION: boolean;
  40128. REFLECTIONMAP_SKYBOX: boolean;
  40129. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40130. REFLECTIONMAP_EXPLICIT: boolean;
  40131. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40132. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40133. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40134. INVERTCUBICMAP: boolean;
  40135. LOGARITHMICDEPTH: boolean;
  40136. REFRACTION: boolean;
  40137. REFRACTIONMAP_3D: boolean;
  40138. REFLECTIONOVERALPHA: boolean;
  40139. TWOSIDEDLIGHTING: boolean;
  40140. SHADOWFLOAT: boolean;
  40141. MORPHTARGETS: boolean;
  40142. MORPHTARGETS_NORMAL: boolean;
  40143. MORPHTARGETS_TANGENT: boolean;
  40144. MORPHTARGETS_UV: boolean;
  40145. NUM_MORPH_INFLUENCERS: number;
  40146. NONUNIFORMSCALING: boolean;
  40147. PREMULTIPLYALPHA: boolean;
  40148. IMAGEPROCESSING: boolean;
  40149. VIGNETTE: boolean;
  40150. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40151. VIGNETTEBLENDMODEOPAQUE: boolean;
  40152. TONEMAPPING: boolean;
  40153. TONEMAPPING_ACES: boolean;
  40154. CONTRAST: boolean;
  40155. COLORCURVES: boolean;
  40156. COLORGRADING: boolean;
  40157. COLORGRADING3D: boolean;
  40158. SAMPLER3DGREENDEPTH: boolean;
  40159. SAMPLER3DBGRMAP: boolean;
  40160. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40161. MULTIVIEW: boolean;
  40162. /**
  40163. * If the reflection texture on this material is in linear color space
  40164. * @hidden
  40165. */
  40166. IS_REFLECTION_LINEAR: boolean;
  40167. /**
  40168. * If the refraction texture on this material is in linear color space
  40169. * @hidden
  40170. */
  40171. IS_REFRACTION_LINEAR: boolean;
  40172. EXPOSURE: boolean;
  40173. constructor();
  40174. setReflectionMode(modeToEnable: string): void;
  40175. }
  40176. /**
  40177. * This is the default material used in Babylon. It is the best trade off between quality
  40178. * and performances.
  40179. * @see http://doc.babylonjs.com/babylon101/materials
  40180. */
  40181. export class StandardMaterial extends PushMaterial {
  40182. private _diffuseTexture;
  40183. /**
  40184. * The basic texture of the material as viewed under a light.
  40185. */
  40186. diffuseTexture: Nullable<BaseTexture>;
  40187. private _ambientTexture;
  40188. /**
  40189. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40190. */
  40191. ambientTexture: Nullable<BaseTexture>;
  40192. private _opacityTexture;
  40193. /**
  40194. * Define the transparency of the material from a texture.
  40195. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40196. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40197. */
  40198. opacityTexture: Nullable<BaseTexture>;
  40199. private _reflectionTexture;
  40200. /**
  40201. * Define the texture used to display the reflection.
  40202. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40203. */
  40204. reflectionTexture: Nullable<BaseTexture>;
  40205. private _emissiveTexture;
  40206. /**
  40207. * Define texture of the material as if self lit.
  40208. * This will be mixed in the final result even in the absence of light.
  40209. */
  40210. emissiveTexture: Nullable<BaseTexture>;
  40211. private _specularTexture;
  40212. /**
  40213. * Define how the color and intensity of the highlight given by the light in the material.
  40214. */
  40215. specularTexture: Nullable<BaseTexture>;
  40216. private _bumpTexture;
  40217. /**
  40218. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40219. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  40220. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40221. */
  40222. bumpTexture: Nullable<BaseTexture>;
  40223. private _lightmapTexture;
  40224. /**
  40225. * Complex lighting can be computationally expensive to compute at runtime.
  40226. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40227. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40228. */
  40229. lightmapTexture: Nullable<BaseTexture>;
  40230. private _refractionTexture;
  40231. /**
  40232. * Define the texture used to display the refraction.
  40233. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40234. */
  40235. refractionTexture: Nullable<BaseTexture>;
  40236. /**
  40237. * The color of the material lit by the environmental background lighting.
  40238. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40239. */
  40240. ambientColor: Color3;
  40241. /**
  40242. * The basic color of the material as viewed under a light.
  40243. */
  40244. diffuseColor: Color3;
  40245. /**
  40246. * Define how the color and intensity of the highlight given by the light in the material.
  40247. */
  40248. specularColor: Color3;
  40249. /**
  40250. * Define the color of the material as if self lit.
  40251. * This will be mixed in the final result even in the absence of light.
  40252. */
  40253. emissiveColor: Color3;
  40254. /**
  40255. * Defines how sharp are the highlights in the material.
  40256. * The bigger the value the sharper giving a more glossy feeling to the result.
  40257. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40258. */
  40259. specularPower: number;
  40260. private _useAlphaFromDiffuseTexture;
  40261. /**
  40262. * Does the transparency come from the diffuse texture alpha channel.
  40263. */
  40264. useAlphaFromDiffuseTexture: boolean;
  40265. private _useEmissiveAsIllumination;
  40266. /**
  40267. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40268. */
  40269. useEmissiveAsIllumination: boolean;
  40270. private _linkEmissiveWithDiffuse;
  40271. /**
  40272. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40273. * the emissive level when the final color is close to one.
  40274. */
  40275. linkEmissiveWithDiffuse: boolean;
  40276. private _useSpecularOverAlpha;
  40277. /**
  40278. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40279. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40280. */
  40281. useSpecularOverAlpha: boolean;
  40282. private _useReflectionOverAlpha;
  40283. /**
  40284. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  40285. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  40286. */
  40287. useReflectionOverAlpha: boolean;
  40288. private _disableLighting;
  40289. /**
  40290. * Does lights from the scene impacts this material.
  40291. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  40292. */
  40293. disableLighting: boolean;
  40294. private _useObjectSpaceNormalMap;
  40295. /**
  40296. * Allows using an object space normal map (instead of tangent space).
  40297. */
  40298. useObjectSpaceNormalMap: boolean;
  40299. private _useParallax;
  40300. /**
  40301. * Is parallax enabled or not.
  40302. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40303. */
  40304. useParallax: boolean;
  40305. private _useParallaxOcclusion;
  40306. /**
  40307. * Is parallax occlusion enabled or not.
  40308. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  40309. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40310. */
  40311. useParallaxOcclusion: boolean;
  40312. /**
  40313. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  40314. */
  40315. parallaxScaleBias: number;
  40316. private _roughness;
  40317. /**
  40318. * Helps to define how blurry the reflections should appears in the material.
  40319. */
  40320. roughness: number;
  40321. /**
  40322. * In case of refraction, define the value of the index of refraction.
  40323. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40324. */
  40325. indexOfRefraction: number;
  40326. /**
  40327. * Invert the refraction texture alongside the y axis.
  40328. * It can be useful with procedural textures or probe for instance.
  40329. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40330. */
  40331. invertRefractionY: boolean;
  40332. /**
  40333. * Defines the alpha limits in alpha test mode.
  40334. */
  40335. alphaCutOff: number;
  40336. private _useLightmapAsShadowmap;
  40337. /**
  40338. * In case of light mapping, define whether the map contains light or shadow informations.
  40339. */
  40340. useLightmapAsShadowmap: boolean;
  40341. private _diffuseFresnelParameters;
  40342. /**
  40343. * Define the diffuse fresnel parameters of the material.
  40344. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40345. */
  40346. diffuseFresnelParameters: FresnelParameters;
  40347. private _opacityFresnelParameters;
  40348. /**
  40349. * Define the opacity fresnel parameters of the material.
  40350. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40351. */
  40352. opacityFresnelParameters: FresnelParameters;
  40353. private _reflectionFresnelParameters;
  40354. /**
  40355. * Define the reflection fresnel parameters of the material.
  40356. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40357. */
  40358. reflectionFresnelParameters: FresnelParameters;
  40359. private _refractionFresnelParameters;
  40360. /**
  40361. * Define the refraction fresnel parameters of the material.
  40362. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40363. */
  40364. refractionFresnelParameters: FresnelParameters;
  40365. private _emissiveFresnelParameters;
  40366. /**
  40367. * Define the emissive fresnel parameters of the material.
  40368. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40369. */
  40370. emissiveFresnelParameters: FresnelParameters;
  40371. private _useReflectionFresnelFromSpecular;
  40372. /**
  40373. * If true automatically deducts the fresnels values from the material specularity.
  40374. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40375. */
  40376. useReflectionFresnelFromSpecular: boolean;
  40377. private _useGlossinessFromSpecularMapAlpha;
  40378. /**
  40379. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  40380. */
  40381. useGlossinessFromSpecularMapAlpha: boolean;
  40382. private _maxSimultaneousLights;
  40383. /**
  40384. * Defines the maximum number of lights that can be used in the material
  40385. */
  40386. maxSimultaneousLights: number;
  40387. private _invertNormalMapX;
  40388. /**
  40389. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  40390. */
  40391. invertNormalMapX: boolean;
  40392. private _invertNormalMapY;
  40393. /**
  40394. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  40395. */
  40396. invertNormalMapY: boolean;
  40397. private _twoSidedLighting;
  40398. /**
  40399. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  40400. */
  40401. twoSidedLighting: boolean;
  40402. /**
  40403. * Default configuration related to image processing available in the standard Material.
  40404. */
  40405. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  40406. /**
  40407. * Gets the image processing configuration used either in this material.
  40408. */
  40409. /**
  40410. * Sets the Default image processing configuration used either in the this material.
  40411. *
  40412. * If sets to null, the scene one is in use.
  40413. */
  40414. imageProcessingConfiguration: ImageProcessingConfiguration;
  40415. /**
  40416. * Keep track of the image processing observer to allow dispose and replace.
  40417. */
  40418. private _imageProcessingObserver;
  40419. /**
  40420. * Attaches a new image processing configuration to the Standard Material.
  40421. * @param configuration
  40422. */
  40423. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  40424. /**
  40425. * Gets wether the color curves effect is enabled.
  40426. */
  40427. /**
  40428. * Sets wether the color curves effect is enabled.
  40429. */
  40430. cameraColorCurvesEnabled: boolean;
  40431. /**
  40432. * Gets wether the color grading effect is enabled.
  40433. */
  40434. /**
  40435. * Gets wether the color grading effect is enabled.
  40436. */
  40437. cameraColorGradingEnabled: boolean;
  40438. /**
  40439. * Gets wether tonemapping is enabled or not.
  40440. */
  40441. /**
  40442. * Sets wether tonemapping is enabled or not
  40443. */
  40444. cameraToneMappingEnabled: boolean;
  40445. /**
  40446. * The camera exposure used on this material.
  40447. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  40448. * This corresponds to a photographic exposure.
  40449. */
  40450. /**
  40451. * The camera exposure used on this material.
  40452. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  40453. * This corresponds to a photographic exposure.
  40454. */
  40455. cameraExposure: number;
  40456. /**
  40457. * Gets The camera contrast used on this material.
  40458. */
  40459. /**
  40460. * Sets The camera contrast used on this material.
  40461. */
  40462. cameraContrast: number;
  40463. /**
  40464. * Gets the Color Grading 2D Lookup Texture.
  40465. */
  40466. /**
  40467. * Sets the Color Grading 2D Lookup Texture.
  40468. */
  40469. cameraColorGradingTexture: Nullable<BaseTexture>;
  40470. /**
  40471. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  40472. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  40473. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  40474. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  40475. */
  40476. /**
  40477. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  40478. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  40479. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  40480. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  40481. */
  40482. cameraColorCurves: Nullable<ColorCurves>;
  40483. /**
  40484. * Custom callback helping to override the default shader used in the material.
  40485. */
  40486. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  40487. protected _renderTargets: SmartArray<RenderTargetTexture>;
  40488. protected _worldViewProjectionMatrix: Matrix;
  40489. protected _globalAmbientColor: Color3;
  40490. protected _useLogarithmicDepth: boolean;
  40491. protected _rebuildInParallel: boolean;
  40492. /**
  40493. * Instantiates a new standard material.
  40494. * This is the default material used in Babylon. It is the best trade off between quality
  40495. * and performances.
  40496. * @see http://doc.babylonjs.com/babylon101/materials
  40497. * @param name Define the name of the material in the scene
  40498. * @param scene Define the scene the material belong to
  40499. */
  40500. constructor(name: string, scene: Scene);
  40501. /**
  40502. * Gets a boolean indicating that current material needs to register RTT
  40503. */
  40504. readonly hasRenderTargetTextures: boolean;
  40505. /**
  40506. * Gets the current class name of the material e.g. "StandardMaterial"
  40507. * Mainly use in serialization.
  40508. * @returns the class name
  40509. */
  40510. getClassName(): string;
  40511. /**
  40512. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  40513. * You can try switching to logarithmic depth.
  40514. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  40515. */
  40516. useLogarithmicDepth: boolean;
  40517. /**
  40518. * Specifies if the material will require alpha blending
  40519. * @returns a boolean specifying if alpha blending is needed
  40520. */
  40521. needAlphaBlending(): boolean;
  40522. /**
  40523. * Specifies if this material should be rendered in alpha test mode
  40524. * @returns a boolean specifying if an alpha test is needed.
  40525. */
  40526. needAlphaTesting(): boolean;
  40527. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  40528. /**
  40529. * Get the texture used for alpha test purpose.
  40530. * @returns the diffuse texture in case of the standard material.
  40531. */
  40532. getAlphaTestTexture(): Nullable<BaseTexture>;
  40533. /**
  40534. * Get if the submesh is ready to be used and all its information available.
  40535. * Child classes can use it to update shaders
  40536. * @param mesh defines the mesh to check
  40537. * @param subMesh defines which submesh to check
  40538. * @param useInstances specifies that instances should be used
  40539. * @returns a boolean indicating that the submesh is ready or not
  40540. */
  40541. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  40542. /**
  40543. * Builds the material UBO layouts.
  40544. * Used internally during the effect preparation.
  40545. */
  40546. buildUniformLayout(): void;
  40547. /**
  40548. * Unbinds the material from the mesh
  40549. */
  40550. unbind(): void;
  40551. /**
  40552. * Binds the submesh to this material by preparing the effect and shader to draw
  40553. * @param world defines the world transformation matrix
  40554. * @param mesh defines the mesh containing the submesh
  40555. * @param subMesh defines the submesh to bind the material to
  40556. */
  40557. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  40558. /**
  40559. * Get the list of animatables in the material.
  40560. * @returns the list of animatables object used in the material
  40561. */
  40562. getAnimatables(): IAnimatable[];
  40563. /**
  40564. * Gets the active textures from the material
  40565. * @returns an array of textures
  40566. */
  40567. getActiveTextures(): BaseTexture[];
  40568. /**
  40569. * Specifies if the material uses a texture
  40570. * @param texture defines the texture to check against the material
  40571. * @returns a boolean specifying if the material uses the texture
  40572. */
  40573. hasTexture(texture: BaseTexture): boolean;
  40574. /**
  40575. * Disposes the material
  40576. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  40577. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  40578. */
  40579. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  40580. /**
  40581. * Makes a duplicate of the material, and gives it a new name
  40582. * @param name defines the new name for the duplicated material
  40583. * @returns the cloned material
  40584. */
  40585. clone(name: string): StandardMaterial;
  40586. /**
  40587. * Serializes this material in a JSON representation
  40588. * @returns the serialized material object
  40589. */
  40590. serialize(): any;
  40591. /**
  40592. * Creates a standard material from parsed material data
  40593. * @param source defines the JSON representation of the material
  40594. * @param scene defines the hosting scene
  40595. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  40596. * @returns a new standard material
  40597. */
  40598. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  40599. /**
  40600. * Are diffuse textures enabled in the application.
  40601. */
  40602. static DiffuseTextureEnabled: boolean;
  40603. /**
  40604. * Are ambient textures enabled in the application.
  40605. */
  40606. static AmbientTextureEnabled: boolean;
  40607. /**
  40608. * Are opacity textures enabled in the application.
  40609. */
  40610. static OpacityTextureEnabled: boolean;
  40611. /**
  40612. * Are reflection textures enabled in the application.
  40613. */
  40614. static ReflectionTextureEnabled: boolean;
  40615. /**
  40616. * Are emissive textures enabled in the application.
  40617. */
  40618. static EmissiveTextureEnabled: boolean;
  40619. /**
  40620. * Are specular textures enabled in the application.
  40621. */
  40622. static SpecularTextureEnabled: boolean;
  40623. /**
  40624. * Are bump textures enabled in the application.
  40625. */
  40626. static BumpTextureEnabled: boolean;
  40627. /**
  40628. * Are lightmap textures enabled in the application.
  40629. */
  40630. static LightmapTextureEnabled: boolean;
  40631. /**
  40632. * Are refraction textures enabled in the application.
  40633. */
  40634. static RefractionTextureEnabled: boolean;
  40635. /**
  40636. * Are color grading textures enabled in the application.
  40637. */
  40638. static ColorGradingTextureEnabled: boolean;
  40639. /**
  40640. * Are fresnels enabled in the application.
  40641. */
  40642. static FresnelEnabled: boolean;
  40643. }
  40644. }
  40645. declare module BABYLON {
  40646. /** @hidden */
  40647. export var imageProcessingPixelShader: {
  40648. name: string;
  40649. shader: string;
  40650. };
  40651. }
  40652. declare module BABYLON {
  40653. /**
  40654. * ImageProcessingPostProcess
  40655. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  40656. */
  40657. export class ImageProcessingPostProcess extends PostProcess {
  40658. /**
  40659. * Default configuration related to image processing available in the PBR Material.
  40660. */
  40661. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  40662. /**
  40663. * Gets the image processing configuration used either in this material.
  40664. */
  40665. /**
  40666. * Sets the Default image processing configuration used either in the this material.
  40667. *
  40668. * If sets to null, the scene one is in use.
  40669. */
  40670. imageProcessingConfiguration: ImageProcessingConfiguration;
  40671. /**
  40672. * Keep track of the image processing observer to allow dispose and replace.
  40673. */
  40674. private _imageProcessingObserver;
  40675. /**
  40676. * Attaches a new image processing configuration to the PBR Material.
  40677. * @param configuration
  40678. */
  40679. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  40680. /**
  40681. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  40682. */
  40683. /**
  40684. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  40685. */
  40686. colorCurves: Nullable<ColorCurves>;
  40687. /**
  40688. * Gets wether the color curves effect is enabled.
  40689. */
  40690. /**
  40691. * Sets wether the color curves effect is enabled.
  40692. */
  40693. colorCurvesEnabled: boolean;
  40694. /**
  40695. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  40696. */
  40697. /**
  40698. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  40699. */
  40700. colorGradingTexture: Nullable<BaseTexture>;
  40701. /**
  40702. * Gets wether the color grading effect is enabled.
  40703. */
  40704. /**
  40705. * Gets wether the color grading effect is enabled.
  40706. */
  40707. colorGradingEnabled: boolean;
  40708. /**
  40709. * Gets exposure used in the effect.
  40710. */
  40711. /**
  40712. * Sets exposure used in the effect.
  40713. */
  40714. exposure: number;
  40715. /**
  40716. * Gets wether tonemapping is enabled or not.
  40717. */
  40718. /**
  40719. * Sets wether tonemapping is enabled or not
  40720. */
  40721. toneMappingEnabled: boolean;
  40722. /**
  40723. * Gets the type of tone mapping effect.
  40724. */
  40725. /**
  40726. * Sets the type of tone mapping effect.
  40727. */
  40728. toneMappingType: number;
  40729. /**
  40730. * Gets contrast used in the effect.
  40731. */
  40732. /**
  40733. * Sets contrast used in the effect.
  40734. */
  40735. contrast: number;
  40736. /**
  40737. * Gets Vignette stretch size.
  40738. */
  40739. /**
  40740. * Sets Vignette stretch size.
  40741. */
  40742. vignetteStretch: number;
  40743. /**
  40744. * Gets Vignette centre X Offset.
  40745. */
  40746. /**
  40747. * Sets Vignette centre X Offset.
  40748. */
  40749. vignetteCentreX: number;
  40750. /**
  40751. * Gets Vignette centre Y Offset.
  40752. */
  40753. /**
  40754. * Sets Vignette centre Y Offset.
  40755. */
  40756. vignetteCentreY: number;
  40757. /**
  40758. * Gets Vignette weight or intensity of the vignette effect.
  40759. */
  40760. /**
  40761. * Sets Vignette weight or intensity of the vignette effect.
  40762. */
  40763. vignetteWeight: number;
  40764. /**
  40765. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  40766. * if vignetteEnabled is set to true.
  40767. */
  40768. /**
  40769. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  40770. * if vignetteEnabled is set to true.
  40771. */
  40772. vignetteColor: Color4;
  40773. /**
  40774. * Gets Camera field of view used by the Vignette effect.
  40775. */
  40776. /**
  40777. * Sets Camera field of view used by the Vignette effect.
  40778. */
  40779. vignetteCameraFov: number;
  40780. /**
  40781. * Gets the vignette blend mode allowing different kind of effect.
  40782. */
  40783. /**
  40784. * Sets the vignette blend mode allowing different kind of effect.
  40785. */
  40786. vignetteBlendMode: number;
  40787. /**
  40788. * Gets wether the vignette effect is enabled.
  40789. */
  40790. /**
  40791. * Sets wether the vignette effect is enabled.
  40792. */
  40793. vignetteEnabled: boolean;
  40794. private _fromLinearSpace;
  40795. /**
  40796. * Gets wether the input of the processing is in Gamma or Linear Space.
  40797. */
  40798. /**
  40799. * Sets wether the input of the processing is in Gamma or Linear Space.
  40800. */
  40801. fromLinearSpace: boolean;
  40802. /**
  40803. * Defines cache preventing GC.
  40804. */
  40805. private _defines;
  40806. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  40807. /**
  40808. * "ImageProcessingPostProcess"
  40809. * @returns "ImageProcessingPostProcess"
  40810. */
  40811. getClassName(): string;
  40812. protected _updateParameters(): void;
  40813. dispose(camera?: Camera): void;
  40814. }
  40815. }
  40816. declare module BABYLON {
  40817. /**
  40818. * Class containing static functions to help procedurally build meshes
  40819. */
  40820. export class GroundBuilder {
  40821. /**
  40822. * Creates a ground mesh
  40823. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  40824. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  40825. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  40826. * @param name defines the name of the mesh
  40827. * @param options defines the options used to create the mesh
  40828. * @param scene defines the hosting scene
  40829. * @returns the ground mesh
  40830. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  40831. */
  40832. static CreateGround(name: string, options: {
  40833. width?: number;
  40834. height?: number;
  40835. subdivisions?: number;
  40836. subdivisionsX?: number;
  40837. subdivisionsY?: number;
  40838. updatable?: boolean;
  40839. }, scene: any): Mesh;
  40840. /**
  40841. * Creates a tiled ground mesh
  40842. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  40843. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  40844. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  40845. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  40846. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  40847. * @param name defines the name of the mesh
  40848. * @param options defines the options used to create the mesh
  40849. * @param scene defines the hosting scene
  40850. * @returns the tiled ground mesh
  40851. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  40852. */
  40853. static CreateTiledGround(name: string, options: {
  40854. xmin: number;
  40855. zmin: number;
  40856. xmax: number;
  40857. zmax: number;
  40858. subdivisions?: {
  40859. w: number;
  40860. h: number;
  40861. };
  40862. precision?: {
  40863. w: number;
  40864. h: number;
  40865. };
  40866. updatable?: boolean;
  40867. }, scene?: Nullable<Scene>): Mesh;
  40868. /**
  40869. * Creates a ground mesh from a height map
  40870. * * The parameter `url` sets the URL of the height map image resource.
  40871. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  40872. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  40873. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  40874. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  40875. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  40876. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  40877. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  40878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  40879. * @param name defines the name of the mesh
  40880. * @param url defines the url to the height map
  40881. * @param options defines the options used to create the mesh
  40882. * @param scene defines the hosting scene
  40883. * @returns the ground mesh
  40884. * @see https://doc.babylonjs.com/babylon101/height_map
  40885. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  40886. */
  40887. static CreateGroundFromHeightMap(name: string, url: string, options: {
  40888. width?: number;
  40889. height?: number;
  40890. subdivisions?: number;
  40891. minHeight?: number;
  40892. maxHeight?: number;
  40893. colorFilter?: Color3;
  40894. alphaFilter?: number;
  40895. updatable?: boolean;
  40896. onReady?: (mesh: GroundMesh) => void;
  40897. }, scene?: Nullable<Scene>): GroundMesh;
  40898. }
  40899. }
  40900. declare module BABYLON {
  40901. /**
  40902. * Class containing static functions to help procedurally build meshes
  40903. */
  40904. export class TorusBuilder {
  40905. /**
  40906. * Creates a torus mesh
  40907. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  40908. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  40909. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  40910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40911. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  40912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  40913. * @param name defines the name of the mesh
  40914. * @param options defines the options used to create the mesh
  40915. * @param scene defines the hosting scene
  40916. * @returns the torus mesh
  40917. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  40918. */
  40919. static CreateTorus(name: string, options: {
  40920. diameter?: number;
  40921. thickness?: number;
  40922. tessellation?: number;
  40923. updatable?: boolean;
  40924. sideOrientation?: number;
  40925. frontUVs?: Vector4;
  40926. backUVs?: Vector4;
  40927. }, scene: any): Mesh;
  40928. }
  40929. }
  40930. declare module BABYLON {
  40931. /**
  40932. * Class containing static functions to help procedurally build meshes
  40933. */
  40934. export class CylinderBuilder {
  40935. /**
  40936. * Creates a cylinder or a cone mesh
  40937. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  40938. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  40939. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  40940. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  40941. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  40942. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  40943. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  40944. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  40945. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  40946. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  40947. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  40948. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  40949. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  40950. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  40951. * * If `enclose` is false, a ring surface is one element.
  40952. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  40953. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  40954. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40955. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  40956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  40957. * @param name defines the name of the mesh
  40958. * @param options defines the options used to create the mesh
  40959. * @param scene defines the hosting scene
  40960. * @returns the cylinder mesh
  40961. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  40962. */
  40963. static CreateCylinder(name: string, options: {
  40964. height?: number;
  40965. diameterTop?: number;
  40966. diameterBottom?: number;
  40967. diameter?: number;
  40968. tessellation?: number;
  40969. subdivisions?: number;
  40970. arc?: number;
  40971. faceColors?: Color4[];
  40972. faceUV?: Vector4[];
  40973. updatable?: boolean;
  40974. hasRings?: boolean;
  40975. enclose?: boolean;
  40976. cap?: number;
  40977. sideOrientation?: number;
  40978. frontUVs?: Vector4;
  40979. backUVs?: Vector4;
  40980. }, scene: any): Mesh;
  40981. }
  40982. }
  40983. declare module BABYLON {
  40984. /**
  40985. * Options to modify the vr teleportation behavior.
  40986. */
  40987. export interface VRTeleportationOptions {
  40988. /**
  40989. * The name of the mesh which should be used as the teleportation floor. (default: null)
  40990. */
  40991. floorMeshName?: string;
  40992. /**
  40993. * A list of meshes to be used as the teleportation floor. (default: empty)
  40994. */
  40995. floorMeshes?: Mesh[];
  40996. }
  40997. /**
  40998. * Options to modify the vr experience helper's behavior.
  40999. */
  41000. export interface VRExperienceHelperOptions extends WebVROptions {
  41001. /**
  41002. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41003. */
  41004. createDeviceOrientationCamera?: boolean;
  41005. /**
  41006. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41007. */
  41008. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41009. /**
  41010. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41011. */
  41012. laserToggle?: boolean;
  41013. /**
  41014. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41015. */
  41016. floorMeshes?: Mesh[];
  41017. /**
  41018. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41019. */
  41020. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41021. }
  41022. /**
  41023. * Event containing information after VR has been entered
  41024. */
  41025. export class OnAfterEnteringVRObservableEvent {
  41026. /**
  41027. * If entering vr was successful
  41028. */
  41029. success: boolean;
  41030. }
  41031. /**
  41032. * Helps to quickly add VR support to an existing scene.
  41033. * See http://doc.babylonjs.com/how_to/webvr_helper
  41034. */
  41035. export class VRExperienceHelper {
  41036. /** Options to modify the vr experience helper's behavior. */
  41037. webVROptions: VRExperienceHelperOptions;
  41038. private _scene;
  41039. private _position;
  41040. private _btnVR;
  41041. private _btnVRDisplayed;
  41042. private _webVRsupported;
  41043. private _webVRready;
  41044. private _webVRrequesting;
  41045. private _webVRpresenting;
  41046. private _hasEnteredVR;
  41047. private _fullscreenVRpresenting;
  41048. private _canvas;
  41049. private _webVRCamera;
  41050. private _vrDeviceOrientationCamera;
  41051. private _deviceOrientationCamera;
  41052. private _existingCamera;
  41053. private _onKeyDown;
  41054. private _onVrDisplayPresentChange;
  41055. private _onVRDisplayChanged;
  41056. private _onVRRequestPresentStart;
  41057. private _onVRRequestPresentComplete;
  41058. /**
  41059. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  41060. */
  41061. enableGazeEvenWhenNoPointerLock: boolean;
  41062. /**
  41063. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41064. */
  41065. exitVROnDoubleTap: boolean;
  41066. /**
  41067. * Observable raised right before entering VR.
  41068. */
  41069. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41070. /**
  41071. * Observable raised when entering VR has completed.
  41072. */
  41073. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41074. /**
  41075. * Observable raised when exiting VR.
  41076. */
  41077. onExitingVRObservable: Observable<VRExperienceHelper>;
  41078. /**
  41079. * Observable raised when controller mesh is loaded.
  41080. */
  41081. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41082. /** Return this.onEnteringVRObservable
  41083. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41084. */
  41085. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41086. /** Return this.onExitingVRObservable
  41087. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41088. */
  41089. readonly onExitingVR: Observable<VRExperienceHelper>;
  41090. /** Return this.onControllerMeshLoadedObservable
  41091. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41092. */
  41093. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41094. private _rayLength;
  41095. private _useCustomVRButton;
  41096. private _teleportationRequested;
  41097. private _teleportActive;
  41098. private _floorMeshName;
  41099. private _floorMeshesCollection;
  41100. private _rotationAllowed;
  41101. private _teleportBackwardsVector;
  41102. private _teleportationTarget;
  41103. private _isDefaultTeleportationTarget;
  41104. private _postProcessMove;
  41105. private _teleportationFillColor;
  41106. private _teleportationBorderColor;
  41107. private _rotationAngle;
  41108. private _haloCenter;
  41109. private _cameraGazer;
  41110. private _padSensibilityUp;
  41111. private _padSensibilityDown;
  41112. private _leftController;
  41113. private _rightController;
  41114. /**
  41115. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41116. */
  41117. onNewMeshSelected: Observable<AbstractMesh>;
  41118. /**
  41119. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  41120. * This observable will provide the mesh and the controller used to select the mesh
  41121. */
  41122. onMeshSelectedWithController: Observable<{
  41123. mesh: AbstractMesh;
  41124. controller: WebVRController;
  41125. }>;
  41126. /**
  41127. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41128. */
  41129. onNewMeshPicked: Observable<PickingInfo>;
  41130. private _circleEase;
  41131. /**
  41132. * Observable raised before camera teleportation
  41133. */
  41134. onBeforeCameraTeleport: Observable<Vector3>;
  41135. /**
  41136. * Observable raised after camera teleportation
  41137. */
  41138. onAfterCameraTeleport: Observable<Vector3>;
  41139. /**
  41140. * Observable raised when current selected mesh gets unselected
  41141. */
  41142. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41143. private _raySelectionPredicate;
  41144. /**
  41145. * To be optionaly changed by user to define custom ray selection
  41146. */
  41147. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41148. /**
  41149. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41150. */
  41151. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41152. /**
  41153. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41154. */
  41155. teleportationEnabled: boolean;
  41156. private _defaultHeight;
  41157. private _teleportationInitialized;
  41158. private _interactionsEnabled;
  41159. private _interactionsRequested;
  41160. private _displayGaze;
  41161. private _displayLaserPointer;
  41162. /**
  41163. * The mesh used to display where the user is going to teleport.
  41164. */
  41165. /**
  41166. * Sets the mesh to be used to display where the user is going to teleport.
  41167. */
  41168. teleportationTarget: Mesh;
  41169. /**
  41170. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  41171. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  41172. * See http://doc.babylonjs.com/resources/baking_transformations
  41173. */
  41174. gazeTrackerMesh: Mesh;
  41175. /**
  41176. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  41177. */
  41178. updateGazeTrackerScale: boolean;
  41179. /**
  41180. * If the gaze trackers color should be updated when selecting meshes
  41181. */
  41182. updateGazeTrackerColor: boolean;
  41183. /**
  41184. * If the controller laser color should be updated when selecting meshes
  41185. */
  41186. updateControllerLaserColor: boolean;
  41187. /**
  41188. * The gaze tracking mesh corresponding to the left controller
  41189. */
  41190. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  41191. /**
  41192. * The gaze tracking mesh corresponding to the right controller
  41193. */
  41194. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  41195. /**
  41196. * If the ray of the gaze should be displayed.
  41197. */
  41198. /**
  41199. * Sets if the ray of the gaze should be displayed.
  41200. */
  41201. displayGaze: boolean;
  41202. /**
  41203. * If the ray of the LaserPointer should be displayed.
  41204. */
  41205. /**
  41206. * Sets if the ray of the LaserPointer should be displayed.
  41207. */
  41208. displayLaserPointer: boolean;
  41209. /**
  41210. * The deviceOrientationCamera used as the camera when not in VR.
  41211. */
  41212. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  41213. /**
  41214. * Based on the current WebVR support, returns the current VR camera used.
  41215. */
  41216. readonly currentVRCamera: Nullable<Camera>;
  41217. /**
  41218. * The webVRCamera which is used when in VR.
  41219. */
  41220. readonly webVRCamera: WebVRFreeCamera;
  41221. /**
  41222. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  41223. */
  41224. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  41225. /**
  41226. * The html button that is used to trigger entering into VR.
  41227. */
  41228. readonly vrButton: Nullable<HTMLButtonElement>;
  41229. private readonly _teleportationRequestInitiated;
  41230. /**
  41231. * Defines wether or not Pointer lock should be requested when switching to
  41232. * full screen.
  41233. */
  41234. requestPointerLockOnFullScreen: boolean;
  41235. /**
  41236. * Instantiates a VRExperienceHelper.
  41237. * Helps to quickly add VR support to an existing scene.
  41238. * @param scene The scene the VRExperienceHelper belongs to.
  41239. * @param webVROptions Options to modify the vr experience helper's behavior.
  41240. */
  41241. constructor(scene: Scene,
  41242. /** Options to modify the vr experience helper's behavior. */
  41243. webVROptions?: VRExperienceHelperOptions);
  41244. private _onDefaultMeshLoaded;
  41245. private _onResize;
  41246. private _onFullscreenChange;
  41247. /**
  41248. * Gets a value indicating if we are currently in VR mode.
  41249. */
  41250. readonly isInVRMode: boolean;
  41251. private onVrDisplayPresentChange;
  41252. private onVRDisplayChanged;
  41253. private moveButtonToBottomRight;
  41254. private displayVRButton;
  41255. private updateButtonVisibility;
  41256. private _cachedAngularSensibility;
  41257. /**
  41258. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  41259. * Otherwise, will use the fullscreen API.
  41260. */
  41261. enterVR(): void;
  41262. /**
  41263. * Attempt to exit VR, or fullscreen.
  41264. */
  41265. exitVR(): void;
  41266. /**
  41267. * The position of the vr experience helper.
  41268. */
  41269. /**
  41270. * Sets the position of the vr experience helper.
  41271. */
  41272. position: Vector3;
  41273. /**
  41274. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  41275. */
  41276. enableInteractions(): void;
  41277. private readonly _noControllerIsActive;
  41278. private beforeRender;
  41279. private _isTeleportationFloor;
  41280. /**
  41281. * Adds a floor mesh to be used for teleportation.
  41282. * @param floorMesh the mesh to be used for teleportation.
  41283. */
  41284. addFloorMesh(floorMesh: Mesh): void;
  41285. /**
  41286. * Removes a floor mesh from being used for teleportation.
  41287. * @param floorMesh the mesh to be removed.
  41288. */
  41289. removeFloorMesh(floorMesh: Mesh): void;
  41290. /**
  41291. * Enables interactions and teleportation using the VR controllers and gaze.
  41292. * @param vrTeleportationOptions options to modify teleportation behavior.
  41293. */
  41294. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  41295. private _onNewGamepadConnected;
  41296. private _tryEnableInteractionOnController;
  41297. private _onNewGamepadDisconnected;
  41298. private _enableInteractionOnController;
  41299. private _checkTeleportWithRay;
  41300. private _checkRotate;
  41301. private _checkTeleportBackwards;
  41302. private _enableTeleportationOnController;
  41303. private _createTeleportationCircles;
  41304. private _displayTeleportationTarget;
  41305. private _hideTeleportationTarget;
  41306. private _rotateCamera;
  41307. private _moveTeleportationSelectorTo;
  41308. private _workingVector;
  41309. private _workingQuaternion;
  41310. private _workingMatrix;
  41311. /**
  41312. * Teleports the users feet to the desired location
  41313. * @param location The location where the user's feet should be placed
  41314. */
  41315. teleportCamera(location: Vector3): void;
  41316. private _convertNormalToDirectionOfRay;
  41317. private _castRayAndSelectObject;
  41318. private _notifySelectedMeshUnselected;
  41319. /**
  41320. * Sets the color of the laser ray from the vr controllers.
  41321. * @param color new color for the ray.
  41322. */
  41323. changeLaserColor(color: Color3): void;
  41324. /**
  41325. * Sets the color of the ray from the vr headsets gaze.
  41326. * @param color new color for the ray.
  41327. */
  41328. changeGazeColor(color: Color3): void;
  41329. /**
  41330. * Exits VR and disposes of the vr experience helper
  41331. */
  41332. dispose(): void;
  41333. /**
  41334. * Gets the name of the VRExperienceHelper class
  41335. * @returns "VRExperienceHelper"
  41336. */
  41337. getClassName(): string;
  41338. }
  41339. }
  41340. declare module BABYLON {
  41341. /**
  41342. * Manages an XRSession to work with Babylon's engine
  41343. * @see https://doc.babylonjs.com/how_to/webxr
  41344. */
  41345. export class WebXRSessionManager implements IDisposable {
  41346. private scene;
  41347. /**
  41348. * Fires every time a new xrFrame arrives which can be used to update the camera
  41349. */
  41350. onXRFrameObservable: Observable<any>;
  41351. /**
  41352. * Fires when the xr session is ended either by the device or manually done
  41353. */
  41354. onXRSessionEnded: Observable<any>;
  41355. /**
  41356. * Underlying xr session
  41357. */
  41358. session: XRSession;
  41359. /**
  41360. * Type of reference space used when creating the session
  41361. */
  41362. referenceSpace: XRReferenceSpace;
  41363. /** @hidden */
  41364. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  41365. /**
  41366. * Current XR frame
  41367. */
  41368. currentFrame: Nullable<XRFrame>;
  41369. private _xrNavigator;
  41370. private baseLayer;
  41371. /**
  41372. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  41373. * @param scene The scene which the session should be created for
  41374. */
  41375. constructor(scene: Scene);
  41376. /**
  41377. * Initializes the manager
  41378. * After initialization enterXR can be called to start an XR session
  41379. * @returns Promise which resolves after it is initialized
  41380. */
  41381. initializeAsync(): Promise<void>;
  41382. /**
  41383. * Initializes an xr session
  41384. * @param xrSessionMode mode to initialize
  41385. * @returns a promise which will resolve once the session has been initialized
  41386. */
  41387. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  41388. /**
  41389. * Sets the reference space on the xr session
  41390. * @param referenceSpace space to set
  41391. * @returns a promise that will resolve once the reference space has been set
  41392. */
  41393. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  41394. /**
  41395. * Updates the render state of the session
  41396. * @param state state to set
  41397. * @returns a promise that resolves once the render state has been updated
  41398. */
  41399. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  41400. /**
  41401. * Starts rendering to the xr layer
  41402. * @returns a promise that will resolve once rendering has started
  41403. */
  41404. startRenderingToXRAsync(): Promise<void>;
  41405. /**
  41406. * Stops the xrSession and restores the renderloop
  41407. * @returns Promise which resolves after it exits XR
  41408. */
  41409. exitXRAsync(): Promise<unknown>;
  41410. /**
  41411. * Checks if a session would be supported for the creation options specified
  41412. * @param sessionMode session mode to check if supported eg. immersive-vr
  41413. * @returns true if supported
  41414. */
  41415. supportsSessionAsync(sessionMode: XRSessionMode): any;
  41416. /**
  41417. * @hidden
  41418. * Converts the render layer of xrSession to a render target
  41419. * @param session session to create render target for
  41420. * @param scene scene the new render target should be created for
  41421. */
  41422. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  41423. /**
  41424. * Disposes of the session manager
  41425. */
  41426. dispose(): void;
  41427. }
  41428. }
  41429. declare module BABYLON {
  41430. /**
  41431. * WebXR Camera which holds the views for the xrSession
  41432. * @see https://doc.babylonjs.com/how_to/webxr
  41433. */
  41434. export class WebXRCamera extends FreeCamera {
  41435. private static _TmpMatrix;
  41436. /**
  41437. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  41438. * @param name the name of the camera
  41439. * @param scene the scene to add the camera to
  41440. */
  41441. constructor(name: string, scene: Scene);
  41442. private _updateNumberOfRigCameras;
  41443. /** @hidden */
  41444. _updateForDualEyeDebugging(pupilDistance?: number): void;
  41445. /**
  41446. * Updates the cameras position from the current pose information of the XR session
  41447. * @param xrSessionManager the session containing pose information
  41448. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  41449. */
  41450. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  41451. }
  41452. }
  41453. declare module BABYLON {
  41454. /**
  41455. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  41456. */
  41457. export class WebXRManagedOutputCanvas implements IDisposable {
  41458. private helper;
  41459. private _canvas;
  41460. /**
  41461. * xrpresent context of the canvas which can be used to display/mirror xr content
  41462. */
  41463. canvasContext: WebGLRenderingContext;
  41464. /**
  41465. * xr layer for the canvas
  41466. */
  41467. xrLayer: Nullable<XRWebGLLayer>;
  41468. /**
  41469. * Initializes the xr layer for the session
  41470. * @param xrSession xr session
  41471. * @returns a promise that will resolve once the XR Layer has been created
  41472. */
  41473. initializeXRLayerAsync(xrSession: any): any;
  41474. /**
  41475. * Initializes the canvas to be added/removed upon entering/exiting xr
  41476. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  41477. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  41478. */
  41479. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  41480. /**
  41481. * Disposes of the object
  41482. */
  41483. dispose(): void;
  41484. private _setManagedOutputCanvas;
  41485. private _addCanvas;
  41486. private _removeCanvas;
  41487. }
  41488. }
  41489. declare module BABYLON {
  41490. /**
  41491. * States of the webXR experience
  41492. */
  41493. export enum WebXRState {
  41494. /**
  41495. * Transitioning to being in XR mode
  41496. */
  41497. ENTERING_XR = 0,
  41498. /**
  41499. * Transitioning to non XR mode
  41500. */
  41501. EXITING_XR = 1,
  41502. /**
  41503. * In XR mode and presenting
  41504. */
  41505. IN_XR = 2,
  41506. /**
  41507. * Not entered XR mode
  41508. */
  41509. NOT_IN_XR = 3
  41510. }
  41511. /**
  41512. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  41513. * @see https://doc.babylonjs.com/how_to/webxr
  41514. */
  41515. export class WebXRExperienceHelper implements IDisposable {
  41516. private scene;
  41517. /**
  41518. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  41519. */
  41520. container: AbstractMesh;
  41521. /**
  41522. * Camera used to render xr content
  41523. */
  41524. camera: WebXRCamera;
  41525. /**
  41526. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  41527. */
  41528. state: WebXRState;
  41529. private _setState;
  41530. private static _TmpVector;
  41531. /**
  41532. * Fires when the state of the experience helper has changed
  41533. */
  41534. onStateChangedObservable: Observable<WebXRState>;
  41535. /** Session manager used to keep track of xr session */
  41536. sessionManager: WebXRSessionManager;
  41537. private _nonVRCamera;
  41538. private _originalSceneAutoClear;
  41539. private _supported;
  41540. /**
  41541. * Creates the experience helper
  41542. * @param scene the scene to attach the experience helper to
  41543. * @returns a promise for the experience helper
  41544. */
  41545. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  41546. /**
  41547. * Creates a WebXRExperienceHelper
  41548. * @param scene The scene the helper should be created in
  41549. */
  41550. private constructor();
  41551. /**
  41552. * Exits XR mode and returns the scene to its original state
  41553. * @returns promise that resolves after xr mode has exited
  41554. */
  41555. exitXRAsync(): Promise<unknown>;
  41556. /**
  41557. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  41558. * @param sessionCreationOptions options for the XR session
  41559. * @param referenceSpaceType frame of reference of the XR session
  41560. * @param outputCanvas the output canvas that will be used to enter XR mode
  41561. * @returns promise that resolves after xr mode has entered
  41562. */
  41563. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  41564. /**
  41565. * Updates the global position of the camera by moving the camera's container
  41566. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  41567. * @param position The desired global position of the camera
  41568. */
  41569. setPositionOfCameraUsingContainer(position: Vector3): void;
  41570. /**
  41571. * Rotates the xr camera by rotating the camera's container around the camera's position
  41572. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  41573. * @param rotation the desired quaternion rotation to apply to the camera
  41574. */
  41575. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  41576. /**
  41577. * Disposes of the experience helper
  41578. */
  41579. dispose(): void;
  41580. }
  41581. }
  41582. declare module BABYLON {
  41583. /**
  41584. * Button which can be used to enter a different mode of XR
  41585. */
  41586. export class WebXREnterExitUIButton {
  41587. /** button element */
  41588. element: HTMLElement;
  41589. /** XR initialization options for the button */
  41590. sessionMode: XRSessionMode;
  41591. /** Reference space type */
  41592. referenceSpaceType: XRReferenceSpaceType;
  41593. /**
  41594. * Creates a WebXREnterExitUIButton
  41595. * @param element button element
  41596. * @param sessionMode XR initialization session mode
  41597. * @param referenceSpaceType the type of reference space to be used
  41598. */
  41599. constructor(
  41600. /** button element */
  41601. element: HTMLElement,
  41602. /** XR initialization options for the button */
  41603. sessionMode: XRSessionMode,
  41604. /** Reference space type */
  41605. referenceSpaceType: XRReferenceSpaceType);
  41606. /**
  41607. * Overwritable function which can be used to update the button's visuals when the state changes
  41608. * @param activeButton the current active button in the UI
  41609. */
  41610. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  41611. }
  41612. /**
  41613. * Options to create the webXR UI
  41614. */
  41615. export class WebXREnterExitUIOptions {
  41616. /**
  41617. * Context to enter xr with
  41618. */
  41619. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  41620. /**
  41621. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  41622. */
  41623. customButtons?: Array<WebXREnterExitUIButton>;
  41624. }
  41625. /**
  41626. * UI to allow the user to enter/exit XR mode
  41627. */
  41628. export class WebXREnterExitUI implements IDisposable {
  41629. private scene;
  41630. private _overlay;
  41631. private _buttons;
  41632. private _activeButton;
  41633. /**
  41634. * Fired every time the active button is changed.
  41635. *
  41636. * When xr is entered via a button that launches xr that button will be the callback parameter
  41637. *
  41638. * When exiting xr the callback parameter will be null)
  41639. */
  41640. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  41641. /**
  41642. * Creates UI to allow the user to enter/exit XR mode
  41643. * @param scene the scene to add the ui to
  41644. * @param helper the xr experience helper to enter/exit xr with
  41645. * @param options options to configure the UI
  41646. * @returns the created ui
  41647. */
  41648. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  41649. private constructor();
  41650. private _updateButtons;
  41651. /**
  41652. * Disposes of the object
  41653. */
  41654. dispose(): void;
  41655. }
  41656. }
  41657. declare module BABYLON {
  41658. /**
  41659. * Represents an XR input
  41660. */
  41661. export class WebXRController {
  41662. private scene;
  41663. /** The underlying input source for the controller */
  41664. inputSource: XRInputSource;
  41665. private parentContainer;
  41666. /**
  41667. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  41668. */
  41669. grip?: AbstractMesh;
  41670. /**
  41671. * Pointer which can be used to select objects or attach a visible laser to
  41672. */
  41673. pointer: AbstractMesh;
  41674. /**
  41675. * Event that fires when the controller is removed/disposed
  41676. */
  41677. onDisposeObservable: Observable<{}>;
  41678. private _tmpMatrix;
  41679. private _tmpQuaternion;
  41680. private _tmpVector;
  41681. /**
  41682. * Creates the controller
  41683. * @see https://doc.babylonjs.com/how_to/webxr
  41684. * @param scene the scene which the controller should be associated to
  41685. * @param inputSource the underlying input source for the controller
  41686. * @param parentContainer parent that the controller meshes should be children of
  41687. */
  41688. constructor(scene: Scene,
  41689. /** The underlying input source for the controller */
  41690. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  41691. /**
  41692. * Updates the controller pose based on the given XRFrame
  41693. * @param xrFrame xr frame to update the pose with
  41694. * @param referenceSpace reference space to use
  41695. */
  41696. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  41697. /**
  41698. * Gets a world space ray coming from the controller
  41699. * @param result the resulting ray
  41700. */
  41701. getWorldPointerRayToRef(result: Ray): void;
  41702. /**
  41703. * Disposes of the object
  41704. */
  41705. dispose(): void;
  41706. }
  41707. }
  41708. declare module BABYLON {
  41709. /**
  41710. * XR input used to track XR inputs such as controllers/rays
  41711. */
  41712. export class WebXRInput implements IDisposable {
  41713. /**
  41714. * Base experience the input listens to
  41715. */
  41716. baseExperience: WebXRExperienceHelper;
  41717. /**
  41718. * XR controllers being tracked
  41719. */
  41720. controllers: Array<WebXRController>;
  41721. private _frameObserver;
  41722. private _stateObserver;
  41723. /**
  41724. * Event when a controller has been connected/added
  41725. */
  41726. onControllerAddedObservable: Observable<WebXRController>;
  41727. /**
  41728. * Event when a controller has been removed/disconnected
  41729. */
  41730. onControllerRemovedObservable: Observable<WebXRController>;
  41731. /**
  41732. * Initializes the WebXRInput
  41733. * @param baseExperience experience helper which the input should be created for
  41734. */
  41735. constructor(
  41736. /**
  41737. * Base experience the input listens to
  41738. */
  41739. baseExperience: WebXRExperienceHelper);
  41740. private _onInputSourcesChange;
  41741. private _addAndRemoveControllers;
  41742. /**
  41743. * Disposes of the object
  41744. */
  41745. dispose(): void;
  41746. }
  41747. }
  41748. declare module BABYLON {
  41749. /**
  41750. * Enables teleportation
  41751. */
  41752. export class WebXRControllerTeleportation {
  41753. private _teleportationFillColor;
  41754. private _teleportationBorderColor;
  41755. private _tmpRay;
  41756. private _tmpVector;
  41757. /**
  41758. * Creates a WebXRControllerTeleportation
  41759. * @param input input manager to add teleportation to
  41760. * @param floorMeshes floormeshes which can be teleported to
  41761. */
  41762. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  41763. }
  41764. }
  41765. declare module BABYLON {
  41766. /**
  41767. * Handles pointer input automatically for the pointer of XR controllers
  41768. */
  41769. export class WebXRControllerPointerSelection {
  41770. private static _idCounter;
  41771. private _tmpRay;
  41772. /**
  41773. * Creates a WebXRControllerPointerSelection
  41774. * @param input input manager to setup pointer selection
  41775. */
  41776. constructor(input: WebXRInput);
  41777. private _convertNormalToDirectionOfRay;
  41778. private _updatePointerDistance;
  41779. }
  41780. }
  41781. declare module BABYLON {
  41782. /**
  41783. * Class used to represent data loading progression
  41784. */
  41785. export class SceneLoaderProgressEvent {
  41786. /** defines if data length to load can be evaluated */
  41787. readonly lengthComputable: boolean;
  41788. /** defines the loaded data length */
  41789. readonly loaded: number;
  41790. /** defines the data length to load */
  41791. readonly total: number;
  41792. /**
  41793. * Create a new progress event
  41794. * @param lengthComputable defines if data length to load can be evaluated
  41795. * @param loaded defines the loaded data length
  41796. * @param total defines the data length to load
  41797. */
  41798. constructor(
  41799. /** defines if data length to load can be evaluated */
  41800. lengthComputable: boolean,
  41801. /** defines the loaded data length */
  41802. loaded: number,
  41803. /** defines the data length to load */
  41804. total: number);
  41805. /**
  41806. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  41807. * @param event defines the source event
  41808. * @returns a new SceneLoaderProgressEvent
  41809. */
  41810. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  41811. }
  41812. /**
  41813. * Interface used by SceneLoader plugins to define supported file extensions
  41814. */
  41815. export interface ISceneLoaderPluginExtensions {
  41816. /**
  41817. * Defines the list of supported extensions
  41818. */
  41819. [extension: string]: {
  41820. isBinary: boolean;
  41821. };
  41822. }
  41823. /**
  41824. * Interface used by SceneLoader plugin factory
  41825. */
  41826. export interface ISceneLoaderPluginFactory {
  41827. /**
  41828. * Defines the name of the factory
  41829. */
  41830. name: string;
  41831. /**
  41832. * Function called to create a new plugin
  41833. * @return the new plugin
  41834. */
  41835. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  41836. /**
  41837. * Boolean indicating if the plugin can direct load specific data
  41838. */
  41839. canDirectLoad?: (data: string) => boolean;
  41840. }
  41841. /**
  41842. * Interface used to define a SceneLoader plugin
  41843. */
  41844. export interface ISceneLoaderPlugin {
  41845. /**
  41846. * The friendly name of this plugin.
  41847. */
  41848. name: string;
  41849. /**
  41850. * The file extensions supported by this plugin.
  41851. */
  41852. extensions: string | ISceneLoaderPluginExtensions;
  41853. /**
  41854. * Import meshes into a scene.
  41855. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  41856. * @param scene The scene to import into
  41857. * @param data The data to import
  41858. * @param rootUrl The root url for scene and resources
  41859. * @param meshes The meshes array to import into
  41860. * @param particleSystems The particle systems array to import into
  41861. * @param skeletons The skeletons array to import into
  41862. * @param onError The callback when import fails
  41863. * @returns True if successful or false otherwise
  41864. */
  41865. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  41866. /**
  41867. * Load into a scene.
  41868. * @param scene The scene to load into
  41869. * @param data The data to import
  41870. * @param rootUrl The root url for scene and resources
  41871. * @param onError The callback when import fails
  41872. * @returns true if successful or false otherwise
  41873. */
  41874. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  41875. /**
  41876. * The callback that returns true if the data can be directly loaded.
  41877. */
  41878. canDirectLoad?: (data: string) => boolean;
  41879. /**
  41880. * The callback that allows custom handling of the root url based on the response url.
  41881. */
  41882. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  41883. /**
  41884. * Load into an asset container.
  41885. * @param scene The scene to load into
  41886. * @param data The data to import
  41887. * @param rootUrl The root url for scene and resources
  41888. * @param onError The callback when import fails
  41889. * @returns The loaded asset container
  41890. */
  41891. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  41892. }
  41893. /**
  41894. * Interface used to define an async SceneLoader plugin
  41895. */
  41896. export interface ISceneLoaderPluginAsync {
  41897. /**
  41898. * The friendly name of this plugin.
  41899. */
  41900. name: string;
  41901. /**
  41902. * The file extensions supported by this plugin.
  41903. */
  41904. extensions: string | ISceneLoaderPluginExtensions;
  41905. /**
  41906. * Import meshes into a scene.
  41907. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  41908. * @param scene The scene to import into
  41909. * @param data The data to import
  41910. * @param rootUrl The root url for scene and resources
  41911. * @param onProgress The callback when the load progresses
  41912. * @param fileName Defines the name of the file to load
  41913. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  41914. */
  41915. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  41916. meshes: AbstractMesh[];
  41917. particleSystems: IParticleSystem[];
  41918. skeletons: Skeleton[];
  41919. animationGroups: AnimationGroup[];
  41920. }>;
  41921. /**
  41922. * Load into a scene.
  41923. * @param scene The scene to load into
  41924. * @param data The data to import
  41925. * @param rootUrl The root url for scene and resources
  41926. * @param onProgress The callback when the load progresses
  41927. * @param fileName Defines the name of the file to load
  41928. * @returns Nothing
  41929. */
  41930. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  41931. /**
  41932. * The callback that returns true if the data can be directly loaded.
  41933. */
  41934. canDirectLoad?: (data: string) => boolean;
  41935. /**
  41936. * The callback that allows custom handling of the root url based on the response url.
  41937. */
  41938. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  41939. /**
  41940. * Load into an asset container.
  41941. * @param scene The scene to load into
  41942. * @param data The data to import
  41943. * @param rootUrl The root url for scene and resources
  41944. * @param onProgress The callback when the load progresses
  41945. * @param fileName Defines the name of the file to load
  41946. * @returns The loaded asset container
  41947. */
  41948. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  41949. }
  41950. /**
  41951. * Class used to load scene from various file formats using registered plugins
  41952. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  41953. */
  41954. export class SceneLoader {
  41955. /**
  41956. * No logging while loading
  41957. */
  41958. static readonly NO_LOGGING: number;
  41959. /**
  41960. * Minimal logging while loading
  41961. */
  41962. static readonly MINIMAL_LOGGING: number;
  41963. /**
  41964. * Summary logging while loading
  41965. */
  41966. static readonly SUMMARY_LOGGING: number;
  41967. /**
  41968. * Detailled logging while loading
  41969. */
  41970. static readonly DETAILED_LOGGING: number;
  41971. /**
  41972. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  41973. */
  41974. static ForceFullSceneLoadingForIncremental: boolean;
  41975. /**
  41976. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  41977. */
  41978. static ShowLoadingScreen: boolean;
  41979. /**
  41980. * Defines the current logging level (while loading the scene)
  41981. * @ignorenaming
  41982. */
  41983. static loggingLevel: number;
  41984. /**
  41985. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  41986. */
  41987. static CleanBoneMatrixWeights: boolean;
  41988. /**
  41989. * Event raised when a plugin is used to load a scene
  41990. */
  41991. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  41992. private static _registeredPlugins;
  41993. private static _getDefaultPlugin;
  41994. private static _getPluginForExtension;
  41995. private static _getPluginForDirectLoad;
  41996. private static _getPluginForFilename;
  41997. private static _getDirectLoad;
  41998. private static _loadData;
  41999. private static _getFileInfo;
  42000. /**
  42001. * Gets a plugin that can load the given extension
  42002. * @param extension defines the extension to load
  42003. * @returns a plugin or null if none works
  42004. */
  42005. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42006. /**
  42007. * Gets a boolean indicating that the given extension can be loaded
  42008. * @param extension defines the extension to load
  42009. * @returns true if the extension is supported
  42010. */
  42011. static IsPluginForExtensionAvailable(extension: string): boolean;
  42012. /**
  42013. * Adds a new plugin to the list of registered plugins
  42014. * @param plugin defines the plugin to add
  42015. */
  42016. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42017. /**
  42018. * Import meshes into a scene
  42019. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42020. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42021. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42022. * @param scene the instance of BABYLON.Scene to append to
  42023. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42024. * @param onProgress a callback with a progress event for each file being loaded
  42025. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42026. * @param pluginExtension the extension used to determine the plugin
  42027. * @returns The loaded plugin
  42028. */
  42029. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42030. /**
  42031. * Import meshes into a scene
  42032. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42033. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42034. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42035. * @param scene the instance of BABYLON.Scene to append to
  42036. * @param onProgress a callback with a progress event for each file being loaded
  42037. * @param pluginExtension the extension used to determine the plugin
  42038. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42039. */
  42040. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42041. meshes: AbstractMesh[];
  42042. particleSystems: IParticleSystem[];
  42043. skeletons: Skeleton[];
  42044. animationGroups: AnimationGroup[];
  42045. }>;
  42046. /**
  42047. * Load a scene
  42048. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42049. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42050. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42051. * @param onSuccess a callback with the scene when import succeeds
  42052. * @param onProgress a callback with a progress event for each file being loaded
  42053. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42054. * @param pluginExtension the extension used to determine the plugin
  42055. * @returns The loaded plugin
  42056. */
  42057. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42058. /**
  42059. * Load a scene
  42060. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42061. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42062. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42063. * @param onProgress a callback with a progress event for each file being loaded
  42064. * @param pluginExtension the extension used to determine the plugin
  42065. * @returns The loaded scene
  42066. */
  42067. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42068. /**
  42069. * Append a scene
  42070. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42071. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42072. * @param scene is the instance of BABYLON.Scene to append to
  42073. * @param onSuccess a callback with the scene when import succeeds
  42074. * @param onProgress a callback with a progress event for each file being loaded
  42075. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42076. * @param pluginExtension the extension used to determine the plugin
  42077. * @returns The loaded plugin
  42078. */
  42079. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42080. /**
  42081. * Append a scene
  42082. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42083. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42084. * @param scene is the instance of BABYLON.Scene to append to
  42085. * @param onProgress a callback with a progress event for each file being loaded
  42086. * @param pluginExtension the extension used to determine the plugin
  42087. * @returns The given scene
  42088. */
  42089. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42090. /**
  42091. * Load a scene into an asset container
  42092. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42093. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42094. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42095. * @param onSuccess a callback with the scene when import succeeds
  42096. * @param onProgress a callback with a progress event for each file being loaded
  42097. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42098. * @param pluginExtension the extension used to determine the plugin
  42099. * @returns The loaded plugin
  42100. */
  42101. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42102. /**
  42103. * Load a scene into an asset container
  42104. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42105. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  42106. * @param scene is the instance of Scene to append to
  42107. * @param onProgress a callback with a progress event for each file being loaded
  42108. * @param pluginExtension the extension used to determine the plugin
  42109. * @returns The loaded asset container
  42110. */
  42111. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42112. }
  42113. }
  42114. declare module BABYLON {
  42115. /**
  42116. * Generic Controller
  42117. */
  42118. export class GenericController extends WebVRController {
  42119. /**
  42120. * Base Url for the controller model.
  42121. */
  42122. static readonly MODEL_BASE_URL: string;
  42123. /**
  42124. * File name for the controller model.
  42125. */
  42126. static readonly MODEL_FILENAME: string;
  42127. /**
  42128. * Creates a new GenericController from a gamepad
  42129. * @param vrGamepad the gamepad that the controller should be created from
  42130. */
  42131. constructor(vrGamepad: any);
  42132. /**
  42133. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42134. * @param scene scene in which to add meshes
  42135. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42136. */
  42137. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42138. /**
  42139. * Called once for each button that changed state since the last frame
  42140. * @param buttonIdx Which button index changed
  42141. * @param state New state of the button
  42142. * @param changes Which properties on the state changed since last frame
  42143. */
  42144. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42145. }
  42146. }
  42147. declare module BABYLON {
  42148. /**
  42149. * Defines the WindowsMotionController object that the state of the windows motion controller
  42150. */
  42151. export class WindowsMotionController extends WebVRController {
  42152. /**
  42153. * The base url used to load the left and right controller models
  42154. */
  42155. static MODEL_BASE_URL: string;
  42156. /**
  42157. * The name of the left controller model file
  42158. */
  42159. static MODEL_LEFT_FILENAME: string;
  42160. /**
  42161. * The name of the right controller model file
  42162. */
  42163. static MODEL_RIGHT_FILENAME: string;
  42164. /**
  42165. * The controller name prefix for this controller type
  42166. */
  42167. static readonly GAMEPAD_ID_PREFIX: string;
  42168. /**
  42169. * The controller id pattern for this controller type
  42170. */
  42171. private static readonly GAMEPAD_ID_PATTERN;
  42172. private _loadedMeshInfo;
  42173. private readonly _mapping;
  42174. /**
  42175. * Fired when the trackpad on this controller is clicked
  42176. */
  42177. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  42178. /**
  42179. * Fired when the trackpad on this controller is modified
  42180. */
  42181. onTrackpadValuesChangedObservable: Observable<StickValues>;
  42182. /**
  42183. * The current x and y values of this controller's trackpad
  42184. */
  42185. trackpad: StickValues;
  42186. /**
  42187. * Creates a new WindowsMotionController from a gamepad
  42188. * @param vrGamepad the gamepad that the controller should be created from
  42189. */
  42190. constructor(vrGamepad: any);
  42191. /**
  42192. * Fired when the trigger on this controller is modified
  42193. */
  42194. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42195. /**
  42196. * Fired when the menu button on this controller is modified
  42197. */
  42198. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42199. /**
  42200. * Fired when the grip button on this controller is modified
  42201. */
  42202. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42203. /**
  42204. * Fired when the thumbstick button on this controller is modified
  42205. */
  42206. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42207. /**
  42208. * Fired when the touchpad button on this controller is modified
  42209. */
  42210. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42211. /**
  42212. * Fired when the touchpad values on this controller are modified
  42213. */
  42214. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  42215. private _updateTrackpad;
  42216. /**
  42217. * Called once per frame by the engine.
  42218. */
  42219. update(): void;
  42220. /**
  42221. * Called once for each button that changed state since the last frame
  42222. * @param buttonIdx Which button index changed
  42223. * @param state New state of the button
  42224. * @param changes Which properties on the state changed since last frame
  42225. */
  42226. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42227. /**
  42228. * Moves the buttons on the controller mesh based on their current state
  42229. * @param buttonName the name of the button to move
  42230. * @param buttonValue the value of the button which determines the buttons new position
  42231. */
  42232. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  42233. /**
  42234. * Moves the axis on the controller mesh based on its current state
  42235. * @param axis the index of the axis
  42236. * @param axisValue the value of the axis which determines the meshes new position
  42237. * @hidden
  42238. */
  42239. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  42240. /**
  42241. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42242. * @param scene scene in which to add meshes
  42243. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42244. */
  42245. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  42246. /**
  42247. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  42248. * can be transformed by button presses and axes values, based on this._mapping.
  42249. *
  42250. * @param scene scene in which the meshes exist
  42251. * @param meshes list of meshes that make up the controller model to process
  42252. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  42253. */
  42254. private processModel;
  42255. private createMeshInfo;
  42256. /**
  42257. * Gets the ray of the controller in the direction the controller is pointing
  42258. * @param length the length the resulting ray should be
  42259. * @returns a ray in the direction the controller is pointing
  42260. */
  42261. getForwardRay(length?: number): Ray;
  42262. /**
  42263. * Disposes of the controller
  42264. */
  42265. dispose(): void;
  42266. }
  42267. }
  42268. declare module BABYLON {
  42269. /**
  42270. * Oculus Touch Controller
  42271. */
  42272. export class OculusTouchController extends WebVRController {
  42273. /**
  42274. * Base Url for the controller model.
  42275. */
  42276. static MODEL_BASE_URL: string;
  42277. /**
  42278. * File name for the left controller model.
  42279. */
  42280. static MODEL_LEFT_FILENAME: string;
  42281. /**
  42282. * File name for the right controller model.
  42283. */
  42284. static MODEL_RIGHT_FILENAME: string;
  42285. /**
  42286. * Base Url for the Quest controller model.
  42287. */
  42288. static QUEST_MODEL_BASE_URL: string;
  42289. /**
  42290. * @hidden
  42291. * If the controllers are running on a device that needs the updated Quest controller models
  42292. */
  42293. static _IsQuest: boolean;
  42294. /**
  42295. * Fired when the secondary trigger on this controller is modified
  42296. */
  42297. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  42298. /**
  42299. * Fired when the thumb rest on this controller is modified
  42300. */
  42301. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  42302. /**
  42303. * Creates a new OculusTouchController from a gamepad
  42304. * @param vrGamepad the gamepad that the controller should be created from
  42305. */
  42306. constructor(vrGamepad: any);
  42307. /**
  42308. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42309. * @param scene scene in which to add meshes
  42310. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42311. */
  42312. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42313. /**
  42314. * Fired when the A button on this controller is modified
  42315. */
  42316. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42317. /**
  42318. * Fired when the B button on this controller is modified
  42319. */
  42320. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42321. /**
  42322. * Fired when the X button on this controller is modified
  42323. */
  42324. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42325. /**
  42326. * Fired when the Y button on this controller is modified
  42327. */
  42328. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42329. /**
  42330. * Called once for each button that changed state since the last frame
  42331. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  42332. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  42333. * 2) secondary trigger (same)
  42334. * 3) A (right) X (left), touch, pressed = value
  42335. * 4) B / Y
  42336. * 5) thumb rest
  42337. * @param buttonIdx Which button index changed
  42338. * @param state New state of the button
  42339. * @param changes Which properties on the state changed since last frame
  42340. */
  42341. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42342. }
  42343. }
  42344. declare module BABYLON {
  42345. /**
  42346. * Vive Controller
  42347. */
  42348. export class ViveController extends WebVRController {
  42349. /**
  42350. * Base Url for the controller model.
  42351. */
  42352. static MODEL_BASE_URL: string;
  42353. /**
  42354. * File name for the controller model.
  42355. */
  42356. static MODEL_FILENAME: string;
  42357. /**
  42358. * Creates a new ViveController from a gamepad
  42359. * @param vrGamepad the gamepad that the controller should be created from
  42360. */
  42361. constructor(vrGamepad: any);
  42362. /**
  42363. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42364. * @param scene scene in which to add meshes
  42365. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42366. */
  42367. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42368. /**
  42369. * Fired when the left button on this controller is modified
  42370. */
  42371. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42372. /**
  42373. * Fired when the right button on this controller is modified
  42374. */
  42375. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42376. /**
  42377. * Fired when the menu button on this controller is modified
  42378. */
  42379. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  42380. /**
  42381. * Called once for each button that changed state since the last frame
  42382. * Vive mapping:
  42383. * 0: touchpad
  42384. * 1: trigger
  42385. * 2: left AND right buttons
  42386. * 3: menu button
  42387. * @param buttonIdx Which button index changed
  42388. * @param state New state of the button
  42389. * @param changes Which properties on the state changed since last frame
  42390. */
  42391. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42392. }
  42393. }
  42394. declare module BABYLON {
  42395. /**
  42396. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  42397. */
  42398. export class WebXRControllerModelLoader {
  42399. /**
  42400. * Creates the WebXRControllerModelLoader
  42401. * @param input xr input that creates the controllers
  42402. */
  42403. constructor(input: WebXRInput);
  42404. }
  42405. }
  42406. declare module BABYLON {
  42407. /**
  42408. * Contains an array of blocks representing the octree
  42409. */
  42410. export interface IOctreeContainer<T> {
  42411. /**
  42412. * Blocks within the octree
  42413. */
  42414. blocks: Array<OctreeBlock<T>>;
  42415. }
  42416. /**
  42417. * Class used to store a cell in an octree
  42418. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42419. */
  42420. export class OctreeBlock<T> {
  42421. /**
  42422. * Gets the content of the current block
  42423. */
  42424. entries: T[];
  42425. /**
  42426. * Gets the list of block children
  42427. */
  42428. blocks: Array<OctreeBlock<T>>;
  42429. private _depth;
  42430. private _maxDepth;
  42431. private _capacity;
  42432. private _minPoint;
  42433. private _maxPoint;
  42434. private _boundingVectors;
  42435. private _creationFunc;
  42436. /**
  42437. * Creates a new block
  42438. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  42439. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  42440. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  42441. * @param depth defines the current depth of this block in the octree
  42442. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  42443. * @param creationFunc defines a callback to call when an element is added to the block
  42444. */
  42445. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  42446. /**
  42447. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  42448. */
  42449. readonly capacity: number;
  42450. /**
  42451. * Gets the minimum vector (in world space) of the block's bounding box
  42452. */
  42453. readonly minPoint: Vector3;
  42454. /**
  42455. * Gets the maximum vector (in world space) of the block's bounding box
  42456. */
  42457. readonly maxPoint: Vector3;
  42458. /**
  42459. * Add a new element to this block
  42460. * @param entry defines the element to add
  42461. */
  42462. addEntry(entry: T): void;
  42463. /**
  42464. * Remove an element from this block
  42465. * @param entry defines the element to remove
  42466. */
  42467. removeEntry(entry: T): void;
  42468. /**
  42469. * Add an array of elements to this block
  42470. * @param entries defines the array of elements to add
  42471. */
  42472. addEntries(entries: T[]): void;
  42473. /**
  42474. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  42475. * @param frustumPlanes defines the frustum planes to test
  42476. * @param selection defines the array to store current content if selection is positive
  42477. * @param allowDuplicate defines if the selection array can contains duplicated entries
  42478. */
  42479. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  42480. /**
  42481. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  42482. * @param sphereCenter defines the bounding sphere center
  42483. * @param sphereRadius defines the bounding sphere radius
  42484. * @param selection defines the array to store current content if selection is positive
  42485. * @param allowDuplicate defines if the selection array can contains duplicated entries
  42486. */
  42487. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  42488. /**
  42489. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  42490. * @param ray defines the ray to test with
  42491. * @param selection defines the array to store current content if selection is positive
  42492. */
  42493. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  42494. /**
  42495. * Subdivide the content into child blocks (this block will then be empty)
  42496. */
  42497. createInnerBlocks(): void;
  42498. /**
  42499. * @hidden
  42500. */
  42501. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  42502. }
  42503. }
  42504. declare module BABYLON {
  42505. /**
  42506. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  42507. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42508. */
  42509. export class Octree<T> {
  42510. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  42511. maxDepth: number;
  42512. /**
  42513. * Blocks within the octree containing objects
  42514. */
  42515. blocks: Array<OctreeBlock<T>>;
  42516. /**
  42517. * Content stored in the octree
  42518. */
  42519. dynamicContent: T[];
  42520. private _maxBlockCapacity;
  42521. private _selectionContent;
  42522. private _creationFunc;
  42523. /**
  42524. * Creates a octree
  42525. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42526. * @param creationFunc function to be used to instatiate the octree
  42527. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  42528. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  42529. */
  42530. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  42531. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  42532. maxDepth?: number);
  42533. /**
  42534. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  42535. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  42536. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  42537. * @param entries meshes to be added to the octree blocks
  42538. */
  42539. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  42540. /**
  42541. * Adds a mesh to the octree
  42542. * @param entry Mesh to add to the octree
  42543. */
  42544. addMesh(entry: T): void;
  42545. /**
  42546. * Remove an element from the octree
  42547. * @param entry defines the element to remove
  42548. */
  42549. removeMesh(entry: T): void;
  42550. /**
  42551. * Selects an array of meshes within the frustum
  42552. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  42553. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  42554. * @returns array of meshes within the frustum
  42555. */
  42556. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  42557. /**
  42558. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  42559. * @param sphereCenter defines the bounding sphere center
  42560. * @param sphereRadius defines the bounding sphere radius
  42561. * @param allowDuplicate defines if the selection array can contains duplicated entries
  42562. * @returns an array of objects that intersect the sphere
  42563. */
  42564. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  42565. /**
  42566. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  42567. * @param ray defines the ray to test with
  42568. * @returns array of intersected objects
  42569. */
  42570. intersectsRay(ray: Ray): SmartArray<T>;
  42571. /**
  42572. * Adds a mesh into the octree block if it intersects the block
  42573. */
  42574. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  42575. /**
  42576. * Adds a submesh into the octree block if it intersects the block
  42577. */
  42578. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  42579. }
  42580. }
  42581. declare module BABYLON {
  42582. interface Scene {
  42583. /**
  42584. * @hidden
  42585. * Backing Filed
  42586. */
  42587. _selectionOctree: Octree<AbstractMesh>;
  42588. /**
  42589. * Gets the octree used to boost mesh selection (picking)
  42590. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42591. */
  42592. selectionOctree: Octree<AbstractMesh>;
  42593. /**
  42594. * Creates or updates the octree used to boost selection (picking)
  42595. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42596. * @param maxCapacity defines the maximum capacity per leaf
  42597. * @param maxDepth defines the maximum depth of the octree
  42598. * @returns an octree of AbstractMesh
  42599. */
  42600. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  42601. }
  42602. interface AbstractMesh {
  42603. /**
  42604. * @hidden
  42605. * Backing Field
  42606. */
  42607. _submeshesOctree: Octree<SubMesh>;
  42608. /**
  42609. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  42610. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  42611. * @param maxCapacity defines the maximum size of each block (64 by default)
  42612. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  42613. * @returns the new octree
  42614. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  42615. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  42616. */
  42617. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  42618. }
  42619. /**
  42620. * Defines the octree scene component responsible to manage any octrees
  42621. * in a given scene.
  42622. */
  42623. export class OctreeSceneComponent {
  42624. /**
  42625. * The component name help to identify the component in the list of scene components.
  42626. */
  42627. readonly name: string;
  42628. /**
  42629. * The scene the component belongs to.
  42630. */
  42631. scene: Scene;
  42632. /**
  42633. * Indicates if the meshes have been checked to make sure they are isEnabled()
  42634. */
  42635. readonly checksIsEnabled: boolean;
  42636. /**
  42637. * Creates a new instance of the component for the given scene
  42638. * @param scene Defines the scene to register the component in
  42639. */
  42640. constructor(scene: Scene);
  42641. /**
  42642. * Registers the component in a given scene
  42643. */
  42644. register(): void;
  42645. /**
  42646. * Return the list of active meshes
  42647. * @returns the list of active meshes
  42648. */
  42649. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  42650. /**
  42651. * Return the list of active sub meshes
  42652. * @param mesh The mesh to get the candidates sub meshes from
  42653. * @returns the list of active sub meshes
  42654. */
  42655. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  42656. private _tempRay;
  42657. /**
  42658. * Return the list of sub meshes intersecting with a given local ray
  42659. * @param mesh defines the mesh to find the submesh for
  42660. * @param localRay defines the ray in local space
  42661. * @returns the list of intersecting sub meshes
  42662. */
  42663. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  42664. /**
  42665. * Return the list of sub meshes colliding with a collider
  42666. * @param mesh defines the mesh to find the submesh for
  42667. * @param collider defines the collider to evaluate the collision against
  42668. * @returns the list of colliding sub meshes
  42669. */
  42670. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  42671. /**
  42672. * Rebuilds the elements related to this component in case of
  42673. * context lost for instance.
  42674. */
  42675. rebuild(): void;
  42676. /**
  42677. * Disposes the component and the associated ressources.
  42678. */
  42679. dispose(): void;
  42680. }
  42681. }
  42682. declare module BABYLON {
  42683. /**
  42684. * Renders a layer on top of an existing scene
  42685. */
  42686. export class UtilityLayerRenderer implements IDisposable {
  42687. /** the original scene that will be rendered on top of */
  42688. originalScene: Scene;
  42689. private _pointerCaptures;
  42690. private _lastPointerEvents;
  42691. private static _DefaultUtilityLayer;
  42692. private static _DefaultKeepDepthUtilityLayer;
  42693. private _sharedGizmoLight;
  42694. private _renderCamera;
  42695. /**
  42696. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  42697. * @returns the camera that is used when rendering the utility layer
  42698. */
  42699. getRenderCamera(): Nullable<Camera>;
  42700. /**
  42701. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  42702. * @param cam the camera that should be used when rendering the utility layer
  42703. */
  42704. setRenderCamera(cam: Nullable<Camera>): void;
  42705. /**
  42706. * @hidden
  42707. * Light which used by gizmos to get light shading
  42708. */
  42709. _getSharedGizmoLight(): HemisphericLight;
  42710. /**
  42711. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  42712. */
  42713. pickUtilitySceneFirst: boolean;
  42714. /**
  42715. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  42716. */
  42717. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  42718. /**
  42719. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  42720. */
  42721. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  42722. /**
  42723. * The scene that is rendered on top of the original scene
  42724. */
  42725. utilityLayerScene: Scene;
  42726. /**
  42727. * If the utility layer should automatically be rendered on top of existing scene
  42728. */
  42729. shouldRender: boolean;
  42730. /**
  42731. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  42732. */
  42733. onlyCheckPointerDownEvents: boolean;
  42734. /**
  42735. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  42736. */
  42737. processAllEvents: boolean;
  42738. /**
  42739. * Observable raised when the pointer move from the utility layer scene to the main scene
  42740. */
  42741. onPointerOutObservable: Observable<number>;
  42742. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  42743. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  42744. private _afterRenderObserver;
  42745. private _sceneDisposeObserver;
  42746. private _originalPointerObserver;
  42747. /**
  42748. * Instantiates a UtilityLayerRenderer
  42749. * @param originalScene the original scene that will be rendered on top of
  42750. * @param handleEvents boolean indicating if the utility layer should handle events
  42751. */
  42752. constructor(
  42753. /** the original scene that will be rendered on top of */
  42754. originalScene: Scene, handleEvents?: boolean);
  42755. private _notifyObservers;
  42756. /**
  42757. * Renders the utility layers scene on top of the original scene
  42758. */
  42759. render(): void;
  42760. /**
  42761. * Disposes of the renderer
  42762. */
  42763. dispose(): void;
  42764. private _updateCamera;
  42765. }
  42766. }
  42767. declare module BABYLON {
  42768. /**
  42769. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  42770. */
  42771. export class Gizmo implements IDisposable {
  42772. /** The utility layer the gizmo will be added to */
  42773. gizmoLayer: UtilityLayerRenderer;
  42774. /**
  42775. * The root mesh of the gizmo
  42776. */
  42777. _rootMesh: Mesh;
  42778. private _attachedMesh;
  42779. /**
  42780. * Ratio for the scale of the gizmo (Default: 1)
  42781. */
  42782. scaleRatio: number;
  42783. /**
  42784. * If a custom mesh has been set (Default: false)
  42785. */
  42786. protected _customMeshSet: boolean;
  42787. /**
  42788. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  42789. * * When set, interactions will be enabled
  42790. */
  42791. attachedMesh: Nullable<AbstractMesh>;
  42792. /**
  42793. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  42794. * @param mesh The mesh to replace the default mesh of the gizmo
  42795. */
  42796. setCustomMesh(mesh: Mesh): void;
  42797. /**
  42798. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  42799. */
  42800. updateGizmoRotationToMatchAttachedMesh: boolean;
  42801. /**
  42802. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  42803. */
  42804. updateGizmoPositionToMatchAttachedMesh: boolean;
  42805. /**
  42806. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  42807. */
  42808. updateScale: boolean;
  42809. protected _interactionsEnabled: boolean;
  42810. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  42811. private _beforeRenderObserver;
  42812. private _tempVector;
  42813. /**
  42814. * Creates a gizmo
  42815. * @param gizmoLayer The utility layer the gizmo will be added to
  42816. */
  42817. constructor(
  42818. /** The utility layer the gizmo will be added to */
  42819. gizmoLayer?: UtilityLayerRenderer);
  42820. /**
  42821. * Updates the gizmo to match the attached mesh's position/rotation
  42822. */
  42823. protected _update(): void;
  42824. /**
  42825. * Disposes of the gizmo
  42826. */
  42827. dispose(): void;
  42828. }
  42829. }
  42830. declare module BABYLON {
  42831. /**
  42832. * Single plane drag gizmo
  42833. */
  42834. export class PlaneDragGizmo extends Gizmo {
  42835. /**
  42836. * Drag behavior responsible for the gizmos dragging interactions
  42837. */
  42838. dragBehavior: PointerDragBehavior;
  42839. private _pointerObserver;
  42840. /**
  42841. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  42842. */
  42843. snapDistance: number;
  42844. /**
  42845. * Event that fires each time the gizmo snaps to a new location.
  42846. * * snapDistance is the the change in distance
  42847. */
  42848. onSnapObservable: Observable<{
  42849. snapDistance: number;
  42850. }>;
  42851. private _plane;
  42852. private _coloredMaterial;
  42853. private _hoverMaterial;
  42854. private _isEnabled;
  42855. private _parent;
  42856. /** @hidden */
  42857. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  42858. /** @hidden */
  42859. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  42860. /**
  42861. * Creates a PlaneDragGizmo
  42862. * @param gizmoLayer The utility layer the gizmo will be added to
  42863. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  42864. * @param color The color of the gizmo
  42865. */
  42866. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  42867. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  42868. /**
  42869. * If the gizmo is enabled
  42870. */
  42871. isEnabled: boolean;
  42872. /**
  42873. * Disposes of the gizmo
  42874. */
  42875. dispose(): void;
  42876. }
  42877. }
  42878. declare module BABYLON {
  42879. /**
  42880. * Gizmo that enables dragging a mesh along 3 axis
  42881. */
  42882. export class PositionGizmo extends Gizmo {
  42883. /**
  42884. * Internal gizmo used for interactions on the x axis
  42885. */
  42886. xGizmo: AxisDragGizmo;
  42887. /**
  42888. * Internal gizmo used for interactions on the y axis
  42889. */
  42890. yGizmo: AxisDragGizmo;
  42891. /**
  42892. * Internal gizmo used for interactions on the z axis
  42893. */
  42894. zGizmo: AxisDragGizmo;
  42895. /**
  42896. * Internal gizmo used for interactions on the yz plane
  42897. */
  42898. xPlaneGizmo: PlaneDragGizmo;
  42899. /**
  42900. * Internal gizmo used for interactions on the xz plane
  42901. */
  42902. yPlaneGizmo: PlaneDragGizmo;
  42903. /**
  42904. * Internal gizmo used for interactions on the xy plane
  42905. */
  42906. zPlaneGizmo: PlaneDragGizmo;
  42907. /**
  42908. * private variables
  42909. */
  42910. private _meshAttached;
  42911. private _updateGizmoRotationToMatchAttachedMesh;
  42912. private _snapDistance;
  42913. private _scaleRatio;
  42914. /** Fires an event when any of it's sub gizmos are dragged */
  42915. onDragStartObservable: Observable<unknown>;
  42916. /** Fires an event when any of it's sub gizmos are released from dragging */
  42917. onDragEndObservable: Observable<unknown>;
  42918. /**
  42919. * If set to true, planar drag is enabled
  42920. */
  42921. private _planarGizmoEnabled;
  42922. attachedMesh: Nullable<AbstractMesh>;
  42923. /**
  42924. * Creates a PositionGizmo
  42925. * @param gizmoLayer The utility layer the gizmo will be added to
  42926. */
  42927. constructor(gizmoLayer?: UtilityLayerRenderer);
  42928. /**
  42929. * If the planar drag gizmo is enabled
  42930. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  42931. */
  42932. planarGizmoEnabled: boolean;
  42933. updateGizmoRotationToMatchAttachedMesh: boolean;
  42934. /**
  42935. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  42936. */
  42937. snapDistance: number;
  42938. /**
  42939. * Ratio for the scale of the gizmo (Default: 1)
  42940. */
  42941. scaleRatio: number;
  42942. /**
  42943. * Disposes of the gizmo
  42944. */
  42945. dispose(): void;
  42946. /**
  42947. * CustomMeshes are not supported by this gizmo
  42948. * @param mesh The mesh to replace the default mesh of the gizmo
  42949. */
  42950. setCustomMesh(mesh: Mesh): void;
  42951. }
  42952. }
  42953. declare module BABYLON {
  42954. /**
  42955. * Single axis drag gizmo
  42956. */
  42957. export class AxisDragGizmo extends Gizmo {
  42958. /**
  42959. * Drag behavior responsible for the gizmos dragging interactions
  42960. */
  42961. dragBehavior: PointerDragBehavior;
  42962. private _pointerObserver;
  42963. /**
  42964. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  42965. */
  42966. snapDistance: number;
  42967. /**
  42968. * Event that fires each time the gizmo snaps to a new location.
  42969. * * snapDistance is the the change in distance
  42970. */
  42971. onSnapObservable: Observable<{
  42972. snapDistance: number;
  42973. }>;
  42974. private _isEnabled;
  42975. private _parent;
  42976. private _arrow;
  42977. private _coloredMaterial;
  42978. private _hoverMaterial;
  42979. /** @hidden */
  42980. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  42981. /** @hidden */
  42982. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  42983. /**
  42984. * Creates an AxisDragGizmo
  42985. * @param gizmoLayer The utility layer the gizmo will be added to
  42986. * @param dragAxis The axis which the gizmo will be able to drag on
  42987. * @param color The color of the gizmo
  42988. */
  42989. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  42990. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  42991. /**
  42992. * If the gizmo is enabled
  42993. */
  42994. isEnabled: boolean;
  42995. /**
  42996. * Disposes of the gizmo
  42997. */
  42998. dispose(): void;
  42999. }
  43000. }
  43001. declare module BABYLON.Debug {
  43002. /**
  43003. * The Axes viewer will show 3 axes in a specific point in space
  43004. */
  43005. export class AxesViewer {
  43006. private _xAxis;
  43007. private _yAxis;
  43008. private _zAxis;
  43009. private _scaleLinesFactor;
  43010. private _instanced;
  43011. /**
  43012. * Gets the hosting scene
  43013. */
  43014. scene: Scene;
  43015. /**
  43016. * Gets or sets a number used to scale line length
  43017. */
  43018. scaleLines: number;
  43019. /** Gets the node hierarchy used to render x-axis */
  43020. readonly xAxis: TransformNode;
  43021. /** Gets the node hierarchy used to render y-axis */
  43022. readonly yAxis: TransformNode;
  43023. /** Gets the node hierarchy used to render z-axis */
  43024. readonly zAxis: TransformNode;
  43025. /**
  43026. * Creates a new AxesViewer
  43027. * @param scene defines the hosting scene
  43028. * @param scaleLines defines a number used to scale line length (1 by default)
  43029. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  43030. * @param xAxis defines the node hierarchy used to render the x-axis
  43031. * @param yAxis defines the node hierarchy used to render the y-axis
  43032. * @param zAxis defines the node hierarchy used to render the z-axis
  43033. */
  43034. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  43035. /**
  43036. * Force the viewer to update
  43037. * @param position defines the position of the viewer
  43038. * @param xaxis defines the x axis of the viewer
  43039. * @param yaxis defines the y axis of the viewer
  43040. * @param zaxis defines the z axis of the viewer
  43041. */
  43042. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  43043. /**
  43044. * Creates an instance of this axes viewer.
  43045. * @returns a new axes viewer with instanced meshes
  43046. */
  43047. createInstance(): AxesViewer;
  43048. /** Releases resources */
  43049. dispose(): void;
  43050. private static _SetRenderingGroupId;
  43051. }
  43052. }
  43053. declare module BABYLON.Debug {
  43054. /**
  43055. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  43056. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  43057. */
  43058. export class BoneAxesViewer extends AxesViewer {
  43059. /**
  43060. * Gets or sets the target mesh where to display the axes viewer
  43061. */
  43062. mesh: Nullable<Mesh>;
  43063. /**
  43064. * Gets or sets the target bone where to display the axes viewer
  43065. */
  43066. bone: Nullable<Bone>;
  43067. /** Gets current position */
  43068. pos: Vector3;
  43069. /** Gets direction of X axis */
  43070. xaxis: Vector3;
  43071. /** Gets direction of Y axis */
  43072. yaxis: Vector3;
  43073. /** Gets direction of Z axis */
  43074. zaxis: Vector3;
  43075. /**
  43076. * Creates a new BoneAxesViewer
  43077. * @param scene defines the hosting scene
  43078. * @param bone defines the target bone
  43079. * @param mesh defines the target mesh
  43080. * @param scaleLines defines a scaling factor for line length (1 by default)
  43081. */
  43082. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  43083. /**
  43084. * Force the viewer to update
  43085. */
  43086. update(): void;
  43087. /** Releases resources */
  43088. dispose(): void;
  43089. }
  43090. }
  43091. declare module BABYLON {
  43092. /**
  43093. * Interface used to define scene explorer extensibility option
  43094. */
  43095. export interface IExplorerExtensibilityOption {
  43096. /**
  43097. * Define the option label
  43098. */
  43099. label: string;
  43100. /**
  43101. * Defines the action to execute on click
  43102. */
  43103. action: (entity: any) => void;
  43104. }
  43105. /**
  43106. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  43107. */
  43108. export interface IExplorerExtensibilityGroup {
  43109. /**
  43110. * Defines a predicate to test if a given type mut be extended
  43111. */
  43112. predicate: (entity: any) => boolean;
  43113. /**
  43114. * Gets the list of options added to a type
  43115. */
  43116. entries: IExplorerExtensibilityOption[];
  43117. }
  43118. /**
  43119. * Interface used to define the options to use to create the Inspector
  43120. */
  43121. export interface IInspectorOptions {
  43122. /**
  43123. * Display in overlay mode (default: false)
  43124. */
  43125. overlay?: boolean;
  43126. /**
  43127. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  43128. */
  43129. globalRoot?: HTMLElement;
  43130. /**
  43131. * Display the Scene explorer
  43132. */
  43133. showExplorer?: boolean;
  43134. /**
  43135. * Display the property inspector
  43136. */
  43137. showInspector?: boolean;
  43138. /**
  43139. * Display in embed mode (both panes on the right)
  43140. */
  43141. embedMode?: boolean;
  43142. /**
  43143. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  43144. */
  43145. handleResize?: boolean;
  43146. /**
  43147. * Allow the panes to popup (default: true)
  43148. */
  43149. enablePopup?: boolean;
  43150. /**
  43151. * Allow the panes to be closed by users (default: true)
  43152. */
  43153. enableClose?: boolean;
  43154. /**
  43155. * Optional list of extensibility entries
  43156. */
  43157. explorerExtensibility?: IExplorerExtensibilityGroup[];
  43158. /**
  43159. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  43160. */
  43161. inspectorURL?: string;
  43162. }
  43163. interface Scene {
  43164. /**
  43165. * @hidden
  43166. * Backing field
  43167. */
  43168. _debugLayer: DebugLayer;
  43169. /**
  43170. * Gets the debug layer (aka Inspector) associated with the scene
  43171. * @see http://doc.babylonjs.com/features/playground_debuglayer
  43172. */
  43173. debugLayer: DebugLayer;
  43174. }
  43175. /**
  43176. * The debug layer (aka Inspector) is the go to tool in order to better understand
  43177. * what is happening in your scene
  43178. * @see http://doc.babylonjs.com/features/playground_debuglayer
  43179. */
  43180. export class DebugLayer {
  43181. /**
  43182. * Define the url to get the inspector script from.
  43183. * By default it uses the babylonjs CDN.
  43184. * @ignoreNaming
  43185. */
  43186. static InspectorURL: string;
  43187. private _scene;
  43188. private BJSINSPECTOR;
  43189. private _onPropertyChangedObservable?;
  43190. /**
  43191. * Observable triggered when a property is changed through the inspector.
  43192. */
  43193. readonly onPropertyChangedObservable: any;
  43194. /**
  43195. * Instantiates a new debug layer.
  43196. * The debug layer (aka Inspector) is the go to tool in order to better understand
  43197. * what is happening in your scene
  43198. * @see http://doc.babylonjs.com/features/playground_debuglayer
  43199. * @param scene Defines the scene to inspect
  43200. */
  43201. constructor(scene: Scene);
  43202. /** Creates the inspector window. */
  43203. private _createInspector;
  43204. /**
  43205. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  43206. * @param entity defines the entity to select
  43207. * @param lineContainerTitle defines the specific block to highlight
  43208. */
  43209. select(entity: any, lineContainerTitle?: string): void;
  43210. /** Get the inspector from bundle or global */
  43211. private _getGlobalInspector;
  43212. /**
  43213. * Get if the inspector is visible or not.
  43214. * @returns true if visible otherwise, false
  43215. */
  43216. isVisible(): boolean;
  43217. /**
  43218. * Hide the inspector and close its window.
  43219. */
  43220. hide(): void;
  43221. /**
  43222. * Launch the debugLayer.
  43223. * @param config Define the configuration of the inspector
  43224. * @return a promise fulfilled when the debug layer is visible
  43225. */
  43226. show(config?: IInspectorOptions): Promise<DebugLayer>;
  43227. }
  43228. }
  43229. declare module BABYLON {
  43230. /**
  43231. * Class containing static functions to help procedurally build meshes
  43232. */
  43233. export class BoxBuilder {
  43234. /**
  43235. * Creates a box mesh
  43236. * * The parameter `size` sets the size (float) of each box side (default 1)
  43237. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  43238. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  43239. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  43240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43241. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43243. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  43244. * @param name defines the name of the mesh
  43245. * @param options defines the options used to create the mesh
  43246. * @param scene defines the hosting scene
  43247. * @returns the box mesh
  43248. */
  43249. static CreateBox(name: string, options: {
  43250. size?: number;
  43251. width?: number;
  43252. height?: number;
  43253. depth?: number;
  43254. faceUV?: Vector4[];
  43255. faceColors?: Color4[];
  43256. sideOrientation?: number;
  43257. frontUVs?: Vector4;
  43258. backUVs?: Vector4;
  43259. wrap?: boolean;
  43260. topBaseAt?: number;
  43261. bottomBaseAt?: number;
  43262. updatable?: boolean;
  43263. }, scene?: Nullable<Scene>): Mesh;
  43264. }
  43265. }
  43266. declare module BABYLON {
  43267. /**
  43268. * Class containing static functions to help procedurally build meshes
  43269. */
  43270. export class SphereBuilder {
  43271. /**
  43272. * Creates a sphere mesh
  43273. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  43274. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  43275. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  43276. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  43277. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  43278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43279. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43281. * @param name defines the name of the mesh
  43282. * @param options defines the options used to create the mesh
  43283. * @param scene defines the hosting scene
  43284. * @returns the sphere mesh
  43285. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  43286. */
  43287. static CreateSphere(name: string, options: {
  43288. segments?: number;
  43289. diameter?: number;
  43290. diameterX?: number;
  43291. diameterY?: number;
  43292. diameterZ?: number;
  43293. arc?: number;
  43294. slice?: number;
  43295. sideOrientation?: number;
  43296. frontUVs?: Vector4;
  43297. backUVs?: Vector4;
  43298. updatable?: boolean;
  43299. }, scene?: Nullable<Scene>): Mesh;
  43300. }
  43301. }
  43302. declare module BABYLON.Debug {
  43303. /**
  43304. * Used to show the physics impostor around the specific mesh
  43305. */
  43306. export class PhysicsViewer {
  43307. /** @hidden */
  43308. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  43309. /** @hidden */
  43310. protected _meshes: Array<Nullable<AbstractMesh>>;
  43311. /** @hidden */
  43312. protected _scene: Nullable<Scene>;
  43313. /** @hidden */
  43314. protected _numMeshes: number;
  43315. /** @hidden */
  43316. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  43317. private _renderFunction;
  43318. private _utilityLayer;
  43319. private _debugBoxMesh;
  43320. private _debugSphereMesh;
  43321. private _debugCylinderMesh;
  43322. private _debugMaterial;
  43323. private _debugMeshMeshes;
  43324. /**
  43325. * Creates a new PhysicsViewer
  43326. * @param scene defines the hosting scene
  43327. */
  43328. constructor(scene: Scene);
  43329. /** @hidden */
  43330. protected _updateDebugMeshes(): void;
  43331. /**
  43332. * Renders a specified physic impostor
  43333. * @param impostor defines the impostor to render
  43334. * @param targetMesh defines the mesh represented by the impostor
  43335. * @returns the new debug mesh used to render the impostor
  43336. */
  43337. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  43338. /**
  43339. * Hides a specified physic impostor
  43340. * @param impostor defines the impostor to hide
  43341. */
  43342. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  43343. private _getDebugMaterial;
  43344. private _getDebugBoxMesh;
  43345. private _getDebugSphereMesh;
  43346. private _getDebugCylinderMesh;
  43347. private _getDebugMeshMesh;
  43348. private _getDebugMesh;
  43349. /** Releases all resources */
  43350. dispose(): void;
  43351. }
  43352. }
  43353. declare module BABYLON {
  43354. /**
  43355. * Class containing static functions to help procedurally build meshes
  43356. */
  43357. export class LinesBuilder {
  43358. /**
  43359. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  43360. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  43361. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  43362. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  43363. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  43364. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  43365. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  43366. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  43367. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  43368. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43369. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  43370. * @param name defines the name of the new line system
  43371. * @param options defines the options used to create the line system
  43372. * @param scene defines the hosting scene
  43373. * @returns a new line system mesh
  43374. */
  43375. static CreateLineSystem(name: string, options: {
  43376. lines: Vector3[][];
  43377. updatable?: boolean;
  43378. instance?: Nullable<LinesMesh>;
  43379. colors?: Nullable<Color4[][]>;
  43380. useVertexAlpha?: boolean;
  43381. }, scene: Nullable<Scene>): LinesMesh;
  43382. /**
  43383. * Creates a line mesh
  43384. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  43385. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  43386. * * The parameter `points` is an array successive Vector3
  43387. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  43388. * * The optional parameter `colors` is an array of successive Color4, one per line point
  43389. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  43390. * * When updating an instance, remember that only point positions can change, not the number of points
  43391. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43392. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  43393. * @param name defines the name of the new line system
  43394. * @param options defines the options used to create the line system
  43395. * @param scene defines the hosting scene
  43396. * @returns a new line mesh
  43397. */
  43398. static CreateLines(name: string, options: {
  43399. points: Vector3[];
  43400. updatable?: boolean;
  43401. instance?: Nullable<LinesMesh>;
  43402. colors?: Color4[];
  43403. useVertexAlpha?: boolean;
  43404. }, scene?: Nullable<Scene>): LinesMesh;
  43405. /**
  43406. * Creates a dashed line mesh
  43407. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  43408. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  43409. * * The parameter `points` is an array successive Vector3
  43410. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  43411. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  43412. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  43413. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  43414. * * When updating an instance, remember that only point positions can change, not the number of points
  43415. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43416. * @param name defines the name of the mesh
  43417. * @param options defines the options used to create the mesh
  43418. * @param scene defines the hosting scene
  43419. * @returns the dashed line mesh
  43420. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  43421. */
  43422. static CreateDashedLines(name: string, options: {
  43423. points: Vector3[];
  43424. dashSize?: number;
  43425. gapSize?: number;
  43426. dashNb?: number;
  43427. updatable?: boolean;
  43428. instance?: LinesMesh;
  43429. }, scene?: Nullable<Scene>): LinesMesh;
  43430. }
  43431. }
  43432. declare module BABYLON {
  43433. /**
  43434. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  43435. * in order to better appreciate the issue one might have.
  43436. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  43437. */
  43438. export class RayHelper {
  43439. /**
  43440. * Defines the ray we are currently tryin to visualize.
  43441. */
  43442. ray: Nullable<Ray>;
  43443. private _renderPoints;
  43444. private _renderLine;
  43445. private _renderFunction;
  43446. private _scene;
  43447. private _updateToMeshFunction;
  43448. private _attachedToMesh;
  43449. private _meshSpaceDirection;
  43450. private _meshSpaceOrigin;
  43451. /**
  43452. * Helper function to create a colored helper in a scene in one line.
  43453. * @param ray Defines the ray we are currently tryin to visualize
  43454. * @param scene Defines the scene the ray is used in
  43455. * @param color Defines the color we want to see the ray in
  43456. * @returns The newly created ray helper.
  43457. */
  43458. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  43459. /**
  43460. * Instantiate a new ray helper.
  43461. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  43462. * in order to better appreciate the issue one might have.
  43463. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  43464. * @param ray Defines the ray we are currently tryin to visualize
  43465. */
  43466. constructor(ray: Ray);
  43467. /**
  43468. * Shows the ray we are willing to debug.
  43469. * @param scene Defines the scene the ray needs to be rendered in
  43470. * @param color Defines the color the ray needs to be rendered in
  43471. */
  43472. show(scene: Scene, color?: Color3): void;
  43473. /**
  43474. * Hides the ray we are debugging.
  43475. */
  43476. hide(): void;
  43477. private _render;
  43478. /**
  43479. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  43480. * @param mesh Defines the mesh we want the helper attached to
  43481. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  43482. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  43483. * @param length Defines the length of the ray
  43484. */
  43485. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  43486. /**
  43487. * Detach the ray helper from the mesh it has previously been attached to.
  43488. */
  43489. detachFromMesh(): void;
  43490. private _updateToMesh;
  43491. /**
  43492. * Dispose the helper and release its associated resources.
  43493. */
  43494. dispose(): void;
  43495. }
  43496. }
  43497. declare module BABYLON.Debug {
  43498. /**
  43499. * Class used to render a debug view of a given skeleton
  43500. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  43501. */
  43502. export class SkeletonViewer {
  43503. /** defines the skeleton to render */
  43504. skeleton: Skeleton;
  43505. /** defines the mesh attached to the skeleton */
  43506. mesh: AbstractMesh;
  43507. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  43508. autoUpdateBonesMatrices: boolean;
  43509. /** defines the rendering group id to use with the viewer */
  43510. renderingGroupId: number;
  43511. /** Gets or sets the color used to render the skeleton */
  43512. color: Color3;
  43513. private _scene;
  43514. private _debugLines;
  43515. private _debugMesh;
  43516. private _isEnabled;
  43517. private _renderFunction;
  43518. private _utilityLayer;
  43519. /**
  43520. * Returns the mesh used to render the bones
  43521. */
  43522. readonly debugMesh: Nullable<LinesMesh>;
  43523. /**
  43524. * Creates a new SkeletonViewer
  43525. * @param skeleton defines the skeleton to render
  43526. * @param mesh defines the mesh attached to the skeleton
  43527. * @param scene defines the hosting scene
  43528. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  43529. * @param renderingGroupId defines the rendering group id to use with the viewer
  43530. */
  43531. constructor(
  43532. /** defines the skeleton to render */
  43533. skeleton: Skeleton,
  43534. /** defines the mesh attached to the skeleton */
  43535. mesh: AbstractMesh, scene: Scene,
  43536. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  43537. autoUpdateBonesMatrices?: boolean,
  43538. /** defines the rendering group id to use with the viewer */
  43539. renderingGroupId?: number);
  43540. /** Gets or sets a boolean indicating if the viewer is enabled */
  43541. isEnabled: boolean;
  43542. private _getBonePosition;
  43543. private _getLinesForBonesWithLength;
  43544. private _getLinesForBonesNoLength;
  43545. /** Update the viewer to sync with current skeleton state */
  43546. update(): void;
  43547. /** Release associated resources */
  43548. dispose(): void;
  43549. }
  43550. }
  43551. declare module BABYLON {
  43552. /**
  43553. * Options to create the null engine
  43554. */
  43555. export class NullEngineOptions {
  43556. /**
  43557. * Render width (Default: 512)
  43558. */
  43559. renderWidth: number;
  43560. /**
  43561. * Render height (Default: 256)
  43562. */
  43563. renderHeight: number;
  43564. /**
  43565. * Texture size (Default: 512)
  43566. */
  43567. textureSize: number;
  43568. /**
  43569. * If delta time between frames should be constant
  43570. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  43571. */
  43572. deterministicLockstep: boolean;
  43573. /**
  43574. * Maximum about of steps between frames (Default: 4)
  43575. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  43576. */
  43577. lockstepMaxSteps: number;
  43578. }
  43579. /**
  43580. * The null engine class provides support for headless version of babylon.js.
  43581. * This can be used in server side scenario or for testing purposes
  43582. */
  43583. export class NullEngine extends Engine {
  43584. private _options;
  43585. /**
  43586. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  43587. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  43588. * @returns true if engine is in deterministic lock step mode
  43589. */
  43590. isDeterministicLockStep(): boolean;
  43591. /**
  43592. * Gets the max steps when engine is running in deterministic lock step
  43593. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  43594. * @returns the max steps
  43595. */
  43596. getLockstepMaxSteps(): number;
  43597. /**
  43598. * Gets the current hardware scaling level.
  43599. * By default the hardware scaling level is computed from the window device ratio.
  43600. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  43601. * @returns a number indicating the current hardware scaling level
  43602. */
  43603. getHardwareScalingLevel(): number;
  43604. constructor(options?: NullEngineOptions);
  43605. /**
  43606. * Creates a vertex buffer
  43607. * @param vertices the data for the vertex buffer
  43608. * @returns the new WebGL static buffer
  43609. */
  43610. createVertexBuffer(vertices: FloatArray): DataBuffer;
  43611. /**
  43612. * Creates a new index buffer
  43613. * @param indices defines the content of the index buffer
  43614. * @param updatable defines if the index buffer must be updatable
  43615. * @returns a new webGL buffer
  43616. */
  43617. createIndexBuffer(indices: IndicesArray): DataBuffer;
  43618. /**
  43619. * Clear the current render buffer or the current render target (if any is set up)
  43620. * @param color defines the color to use
  43621. * @param backBuffer defines if the back buffer must be cleared
  43622. * @param depth defines if the depth buffer must be cleared
  43623. * @param stencil defines if the stencil buffer must be cleared
  43624. */
  43625. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  43626. /**
  43627. * Gets the current render width
  43628. * @param useScreen defines if screen size must be used (or the current render target if any)
  43629. * @returns a number defining the current render width
  43630. */
  43631. getRenderWidth(useScreen?: boolean): number;
  43632. /**
  43633. * Gets the current render height
  43634. * @param useScreen defines if screen size must be used (or the current render target if any)
  43635. * @returns a number defining the current render height
  43636. */
  43637. getRenderHeight(useScreen?: boolean): number;
  43638. /**
  43639. * Set the WebGL's viewport
  43640. * @param viewport defines the viewport element to be used
  43641. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  43642. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  43643. */
  43644. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  43645. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  43646. /**
  43647. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  43648. * @param pipelineContext defines the pipeline context to use
  43649. * @param uniformsNames defines the list of uniform names
  43650. * @returns an array of webGL uniform locations
  43651. */
  43652. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  43653. /**
  43654. * Gets the lsit of active attributes for a given webGL program
  43655. * @param pipelineContext defines the pipeline context to use
  43656. * @param attributesNames defines the list of attribute names to get
  43657. * @returns an array of indices indicating the offset of each attribute
  43658. */
  43659. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  43660. /**
  43661. * Binds an effect to the webGL context
  43662. * @param effect defines the effect to bind
  43663. */
  43664. bindSamplers(effect: Effect): void;
  43665. /**
  43666. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  43667. * @param effect defines the effect to activate
  43668. */
  43669. enableEffect(effect: Effect): void;
  43670. /**
  43671. * Set various states to the webGL context
  43672. * @param culling defines backface culling state
  43673. * @param zOffset defines the value to apply to zOffset (0 by default)
  43674. * @param force defines if states must be applied even if cache is up to date
  43675. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  43676. */
  43677. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  43678. /**
  43679. * Set the value of an uniform to an array of int32
  43680. * @param uniform defines the webGL uniform location where to store the value
  43681. * @param array defines the array of int32 to store
  43682. */
  43683. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  43684. /**
  43685. * Set the value of an uniform to an array of int32 (stored as vec2)
  43686. * @param uniform defines the webGL uniform location where to store the value
  43687. * @param array defines the array of int32 to store
  43688. */
  43689. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  43690. /**
  43691. * Set the value of an uniform to an array of int32 (stored as vec3)
  43692. * @param uniform defines the webGL uniform location where to store the value
  43693. * @param array defines the array of int32 to store
  43694. */
  43695. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  43696. /**
  43697. * Set the value of an uniform to an array of int32 (stored as vec4)
  43698. * @param uniform defines the webGL uniform location where to store the value
  43699. * @param array defines the array of int32 to store
  43700. */
  43701. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  43702. /**
  43703. * Set the value of an uniform to an array of float32
  43704. * @param uniform defines the webGL uniform location where to store the value
  43705. * @param array defines the array of float32 to store
  43706. */
  43707. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  43708. /**
  43709. * Set the value of an uniform to an array of float32 (stored as vec2)
  43710. * @param uniform defines the webGL uniform location where to store the value
  43711. * @param array defines the array of float32 to store
  43712. */
  43713. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  43714. /**
  43715. * Set the value of an uniform to an array of float32 (stored as vec3)
  43716. * @param uniform defines the webGL uniform location where to store the value
  43717. * @param array defines the array of float32 to store
  43718. */
  43719. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  43720. /**
  43721. * Set the value of an uniform to an array of float32 (stored as vec4)
  43722. * @param uniform defines the webGL uniform location where to store the value
  43723. * @param array defines the array of float32 to store
  43724. */
  43725. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  43726. /**
  43727. * Set the value of an uniform to an array of number
  43728. * @param uniform defines the webGL uniform location where to store the value
  43729. * @param array defines the array of number to store
  43730. */
  43731. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  43732. /**
  43733. * Set the value of an uniform to an array of number (stored as vec2)
  43734. * @param uniform defines the webGL uniform location where to store the value
  43735. * @param array defines the array of number to store
  43736. */
  43737. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  43738. /**
  43739. * Set the value of an uniform to an array of number (stored as vec3)
  43740. * @param uniform defines the webGL uniform location where to store the value
  43741. * @param array defines the array of number to store
  43742. */
  43743. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  43744. /**
  43745. * Set the value of an uniform to an array of number (stored as vec4)
  43746. * @param uniform defines the webGL uniform location where to store the value
  43747. * @param array defines the array of number to store
  43748. */
  43749. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  43750. /**
  43751. * Set the value of an uniform to an array of float32 (stored as matrices)
  43752. * @param uniform defines the webGL uniform location where to store the value
  43753. * @param matrices defines the array of float32 to store
  43754. */
  43755. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  43756. /**
  43757. * Set the value of an uniform to a matrix (3x3)
  43758. * @param uniform defines the webGL uniform location where to store the value
  43759. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  43760. */
  43761. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  43762. /**
  43763. * Set the value of an uniform to a matrix (2x2)
  43764. * @param uniform defines the webGL uniform location where to store the value
  43765. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  43766. */
  43767. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  43768. /**
  43769. * Set the value of an uniform to a number (float)
  43770. * @param uniform defines the webGL uniform location where to store the value
  43771. * @param value defines the float number to store
  43772. */
  43773. setFloat(uniform: WebGLUniformLocation, value: number): void;
  43774. /**
  43775. * Set the value of an uniform to a vec2
  43776. * @param uniform defines the webGL uniform location where to store the value
  43777. * @param x defines the 1st component of the value
  43778. * @param y defines the 2nd component of the value
  43779. */
  43780. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  43781. /**
  43782. * Set the value of an uniform to a vec3
  43783. * @param uniform defines the webGL uniform location where to store the value
  43784. * @param x defines the 1st component of the value
  43785. * @param y defines the 2nd component of the value
  43786. * @param z defines the 3rd component of the value
  43787. */
  43788. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  43789. /**
  43790. * Set the value of an uniform to a boolean
  43791. * @param uniform defines the webGL uniform location where to store the value
  43792. * @param bool defines the boolean to store
  43793. */
  43794. setBool(uniform: WebGLUniformLocation, bool: number): void;
  43795. /**
  43796. * Set the value of an uniform to a vec4
  43797. * @param uniform defines the webGL uniform location where to store the value
  43798. * @param x defines the 1st component of the value
  43799. * @param y defines the 2nd component of the value
  43800. * @param z defines the 3rd component of the value
  43801. * @param w defines the 4th component of the value
  43802. */
  43803. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  43804. /**
  43805. * Sets the current alpha mode
  43806. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  43807. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  43808. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  43809. */
  43810. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  43811. /**
  43812. * Bind webGl buffers directly to the webGL context
  43813. * @param vertexBuffers defines the vertex buffer to bind
  43814. * @param indexBuffer defines the index buffer to bind
  43815. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  43816. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  43817. * @param effect defines the effect associated with the vertex buffer
  43818. */
  43819. bindBuffers(vertexBuffers: {
  43820. [key: string]: VertexBuffer;
  43821. }, indexBuffer: DataBuffer, effect: Effect): void;
  43822. /**
  43823. * Force the entire cache to be cleared
  43824. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  43825. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  43826. */
  43827. wipeCaches(bruteForce?: boolean): void;
  43828. /**
  43829. * Send a draw order
  43830. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  43831. * @param indexStart defines the starting index
  43832. * @param indexCount defines the number of index to draw
  43833. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  43834. */
  43835. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  43836. /**
  43837. * Draw a list of indexed primitives
  43838. * @param fillMode defines the primitive to use
  43839. * @param indexStart defines the starting index
  43840. * @param indexCount defines the number of index to draw
  43841. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  43842. */
  43843. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  43844. /**
  43845. * Draw a list of unindexed primitives
  43846. * @param fillMode defines the primitive to use
  43847. * @param verticesStart defines the index of first vertex to draw
  43848. * @param verticesCount defines the count of vertices to draw
  43849. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  43850. */
  43851. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  43852. /** @hidden */
  43853. _createTexture(): WebGLTexture;
  43854. /** @hidden */
  43855. _releaseTexture(texture: InternalTexture): void;
  43856. /**
  43857. * Usually called from Texture.ts.
  43858. * Passed information to create a WebGLTexture
  43859. * @param urlArg defines a value which contains one of the following:
  43860. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  43861. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  43862. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  43863. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  43864. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  43865. * @param scene needed for loading to the correct scene
  43866. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  43867. * @param onLoad optional callback to be called upon successful completion
  43868. * @param onError optional callback to be called upon failure
  43869. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  43870. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  43871. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  43872. * @param forcedExtension defines the extension to use to pick the right loader
  43873. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  43874. * @returns a InternalTexture for assignment back into BABYLON.Texture
  43875. */
  43876. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  43877. /**
  43878. * Creates a new render target texture
  43879. * @param size defines the size of the texture
  43880. * @param options defines the options used to create the texture
  43881. * @returns a new render target texture stored in an InternalTexture
  43882. */
  43883. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  43884. /**
  43885. * Update the sampling mode of a given texture
  43886. * @param samplingMode defines the required sampling mode
  43887. * @param texture defines the texture to update
  43888. */
  43889. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  43890. /**
  43891. * Binds the frame buffer to the specified texture.
  43892. * @param texture The texture to render to or null for the default canvas
  43893. * @param faceIndex The face of the texture to render to in case of cube texture
  43894. * @param requiredWidth The width of the target to render to
  43895. * @param requiredHeight The height of the target to render to
  43896. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  43897. * @param depthStencilTexture The depth stencil texture to use to render
  43898. * @param lodLevel defines le lod level to bind to the frame buffer
  43899. */
  43900. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  43901. /**
  43902. * Unbind the current render target texture from the webGL context
  43903. * @param texture defines the render target texture to unbind
  43904. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  43905. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  43906. */
  43907. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  43908. /**
  43909. * Creates a dynamic vertex buffer
  43910. * @param vertices the data for the dynamic vertex buffer
  43911. * @returns the new WebGL dynamic buffer
  43912. */
  43913. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  43914. /**
  43915. * Update the content of a dynamic texture
  43916. * @param texture defines the texture to update
  43917. * @param canvas defines the canvas containing the source
  43918. * @param invertY defines if data must be stored with Y axis inverted
  43919. * @param premulAlpha defines if alpha is stored as premultiplied
  43920. * @param format defines the format of the data
  43921. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  43922. */
  43923. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  43924. /**
  43925. * Gets a boolean indicating if all created effects are ready
  43926. * @returns true if all effects are ready
  43927. */
  43928. areAllEffectsReady(): boolean;
  43929. /**
  43930. * @hidden
  43931. * Get the current error code of the webGL context
  43932. * @returns the error code
  43933. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  43934. */
  43935. getError(): number;
  43936. /** @hidden */
  43937. _getUnpackAlignement(): number;
  43938. /** @hidden */
  43939. _unpackFlipY(value: boolean): void;
  43940. /**
  43941. * Update a dynamic index buffer
  43942. * @param indexBuffer defines the target index buffer
  43943. * @param indices defines the data to update
  43944. * @param offset defines the offset in the target index buffer where update should start
  43945. */
  43946. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  43947. /**
  43948. * Updates a dynamic vertex buffer.
  43949. * @param vertexBuffer the vertex buffer to update
  43950. * @param vertices the data used to update the vertex buffer
  43951. * @param byteOffset the byte offset of the data (optional)
  43952. * @param byteLength the byte length of the data (optional)
  43953. */
  43954. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  43955. /** @hidden */
  43956. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  43957. /** @hidden */
  43958. _bindTexture(channel: number, texture: InternalTexture): void;
  43959. protected _deleteBuffer(buffer: WebGLBuffer): void;
  43960. /**
  43961. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  43962. */
  43963. releaseEffects(): void;
  43964. displayLoadingUI(): void;
  43965. hideLoadingUI(): void;
  43966. /** @hidden */
  43967. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  43968. /** @hidden */
  43969. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  43970. /** @hidden */
  43971. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  43972. /** @hidden */
  43973. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  43974. }
  43975. }
  43976. declare module BABYLON {
  43977. /** @hidden */
  43978. export class _OcclusionDataStorage {
  43979. /** @hidden */
  43980. occlusionInternalRetryCounter: number;
  43981. /** @hidden */
  43982. isOcclusionQueryInProgress: boolean;
  43983. /** @hidden */
  43984. isOccluded: boolean;
  43985. /** @hidden */
  43986. occlusionRetryCount: number;
  43987. /** @hidden */
  43988. occlusionType: number;
  43989. /** @hidden */
  43990. occlusionQueryAlgorithmType: number;
  43991. }
  43992. interface Engine {
  43993. /**
  43994. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  43995. * @return the new query
  43996. */
  43997. createQuery(): WebGLQuery;
  43998. /**
  43999. * Delete and release a webGL query
  44000. * @param query defines the query to delete
  44001. * @return the current engine
  44002. */
  44003. deleteQuery(query: WebGLQuery): Engine;
  44004. /**
  44005. * Check if a given query has resolved and got its value
  44006. * @param query defines the query to check
  44007. * @returns true if the query got its value
  44008. */
  44009. isQueryResultAvailable(query: WebGLQuery): boolean;
  44010. /**
  44011. * Gets the value of a given query
  44012. * @param query defines the query to check
  44013. * @returns the value of the query
  44014. */
  44015. getQueryResult(query: WebGLQuery): number;
  44016. /**
  44017. * Initiates an occlusion query
  44018. * @param algorithmType defines the algorithm to use
  44019. * @param query defines the query to use
  44020. * @returns the current engine
  44021. * @see http://doc.babylonjs.com/features/occlusionquery
  44022. */
  44023. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44024. /**
  44025. * Ends an occlusion query
  44026. * @see http://doc.babylonjs.com/features/occlusionquery
  44027. * @param algorithmType defines the algorithm to use
  44028. * @returns the current engine
  44029. */
  44030. endOcclusionQuery(algorithmType: number): Engine;
  44031. /**
  44032. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44033. * Please note that only one query can be issued at a time
  44034. * @returns a time token used to track the time span
  44035. */
  44036. startTimeQuery(): Nullable<_TimeToken>;
  44037. /**
  44038. * Ends a time query
  44039. * @param token defines the token used to measure the time span
  44040. * @returns the time spent (in ns)
  44041. */
  44042. endTimeQuery(token: _TimeToken): int;
  44043. /** @hidden */
  44044. _currentNonTimestampToken: Nullable<_TimeToken>;
  44045. /** @hidden */
  44046. _createTimeQuery(): WebGLQuery;
  44047. /** @hidden */
  44048. _deleteTimeQuery(query: WebGLQuery): void;
  44049. /** @hidden */
  44050. _getGlAlgorithmType(algorithmType: number): number;
  44051. /** @hidden */
  44052. _getTimeQueryResult(query: WebGLQuery): any;
  44053. /** @hidden */
  44054. _getTimeQueryAvailability(query: WebGLQuery): any;
  44055. }
  44056. interface AbstractMesh {
  44057. /**
  44058. * Backing filed
  44059. * @hidden
  44060. */
  44061. __occlusionDataStorage: _OcclusionDataStorage;
  44062. /**
  44063. * Access property
  44064. * @hidden
  44065. */
  44066. _occlusionDataStorage: _OcclusionDataStorage;
  44067. /**
  44068. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  44069. * The default value is -1 which means don't break the query and wait till the result
  44070. * @see http://doc.babylonjs.com/features/occlusionquery
  44071. */
  44072. occlusionRetryCount: number;
  44073. /**
  44074. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  44075. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44076. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44077. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  44078. * @see http://doc.babylonjs.com/features/occlusionquery
  44079. */
  44080. occlusionType: number;
  44081. /**
  44082. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44083. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44084. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  44085. * @see http://doc.babylonjs.com/features/occlusionquery
  44086. */
  44087. occlusionQueryAlgorithmType: number;
  44088. /**
  44089. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  44090. * @see http://doc.babylonjs.com/features/occlusionquery
  44091. */
  44092. isOccluded: boolean;
  44093. /**
  44094. * Flag to check the progress status of the query
  44095. * @see http://doc.babylonjs.com/features/occlusionquery
  44096. */
  44097. isOcclusionQueryInProgress: boolean;
  44098. }
  44099. }
  44100. declare module BABYLON {
  44101. /** @hidden */
  44102. export var _forceTransformFeedbackToBundle: boolean;
  44103. interface Engine {
  44104. /**
  44105. * Creates a webGL transform feedback object
  44106. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44107. * @returns the webGL transform feedback object
  44108. */
  44109. createTransformFeedback(): WebGLTransformFeedback;
  44110. /**
  44111. * Delete a webGL transform feedback object
  44112. * @param value defines the webGL transform feedback object to delete
  44113. */
  44114. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44115. /**
  44116. * Bind a webGL transform feedback object to the webgl context
  44117. * @param value defines the webGL transform feedback object to bind
  44118. */
  44119. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44120. /**
  44121. * Begins a transform feedback operation
  44122. * @param usePoints defines if points or triangles must be used
  44123. */
  44124. beginTransformFeedback(usePoints: boolean): void;
  44125. /**
  44126. * Ends a transform feedback operation
  44127. */
  44128. endTransformFeedback(): void;
  44129. /**
  44130. * Specify the varyings to use with transform feedback
  44131. * @param program defines the associated webGL program
  44132. * @param value defines the list of strings representing the varying names
  44133. */
  44134. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44135. /**
  44136. * Bind a webGL buffer for a transform feedback operation
  44137. * @param value defines the webGL buffer to bind
  44138. */
  44139. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44140. }
  44141. }
  44142. declare module BABYLON {
  44143. /**
  44144. * Creation options of the multi render target texture.
  44145. */
  44146. export interface IMultiRenderTargetOptions {
  44147. /**
  44148. * Define if the texture needs to create mip maps after render.
  44149. */
  44150. generateMipMaps?: boolean;
  44151. /**
  44152. * Define the types of all the draw buffers we want to create
  44153. */
  44154. types?: number[];
  44155. /**
  44156. * Define the sampling modes of all the draw buffers we want to create
  44157. */
  44158. samplingModes?: number[];
  44159. /**
  44160. * Define if a depth buffer is required
  44161. */
  44162. generateDepthBuffer?: boolean;
  44163. /**
  44164. * Define if a stencil buffer is required
  44165. */
  44166. generateStencilBuffer?: boolean;
  44167. /**
  44168. * Define if a depth texture is required instead of a depth buffer
  44169. */
  44170. generateDepthTexture?: boolean;
  44171. /**
  44172. * Define the number of desired draw buffers
  44173. */
  44174. textureCount?: number;
  44175. /**
  44176. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44177. */
  44178. doNotChangeAspectRatio?: boolean;
  44179. /**
  44180. * Define the default type of the buffers we are creating
  44181. */
  44182. defaultType?: number;
  44183. }
  44184. /**
  44185. * A multi render target, like a render target provides the ability to render to a texture.
  44186. * Unlike the render target, it can render to several draw buffers in one draw.
  44187. * This is specially interesting in deferred rendering or for any effects requiring more than
  44188. * just one color from a single pass.
  44189. */
  44190. export class MultiRenderTarget extends RenderTargetTexture {
  44191. private _internalTextures;
  44192. private _textures;
  44193. private _multiRenderTargetOptions;
  44194. /**
  44195. * Get if draw buffers are currently supported by the used hardware and browser.
  44196. */
  44197. readonly isSupported: boolean;
  44198. /**
  44199. * Get the list of textures generated by the multi render target.
  44200. */
  44201. readonly textures: Texture[];
  44202. /**
  44203. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  44204. */
  44205. readonly depthTexture: Texture;
  44206. /**
  44207. * Set the wrapping mode on U of all the textures we are rendering to.
  44208. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44209. */
  44210. wrapU: number;
  44211. /**
  44212. * Set the wrapping mode on V of all the textures we are rendering to.
  44213. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44214. */
  44215. wrapV: number;
  44216. /**
  44217. * Instantiate a new multi render target texture.
  44218. * A multi render target, like a render target provides the ability to render to a texture.
  44219. * Unlike the render target, it can render to several draw buffers in one draw.
  44220. * This is specially interesting in deferred rendering or for any effects requiring more than
  44221. * just one color from a single pass.
  44222. * @param name Define the name of the texture
  44223. * @param size Define the size of the buffers to render to
  44224. * @param count Define the number of target we are rendering into
  44225. * @param scene Define the scene the texture belongs to
  44226. * @param options Define the options used to create the multi render target
  44227. */
  44228. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  44229. /** @hidden */
  44230. _rebuild(): void;
  44231. private _createInternalTextures;
  44232. private _createTextures;
  44233. /**
  44234. * Define the number of samples used if MSAA is enabled.
  44235. */
  44236. samples: number;
  44237. /**
  44238. * Resize all the textures in the multi render target.
  44239. * Be carrefull as it will recreate all the data in the new texture.
  44240. * @param size Define the new size
  44241. */
  44242. resize(size: any): void;
  44243. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  44244. /**
  44245. * Dispose the render targets and their associated resources
  44246. */
  44247. dispose(): void;
  44248. /**
  44249. * Release all the underlying texture used as draw buffers.
  44250. */
  44251. releaseInternalTextures(): void;
  44252. }
  44253. }
  44254. declare module BABYLON {
  44255. interface ThinEngine {
  44256. /**
  44257. * Unbind a list of render target textures from the webGL context
  44258. * This is used only when drawBuffer extension or webGL2 are active
  44259. * @param textures defines the render target textures to unbind
  44260. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  44261. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  44262. */
  44263. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  44264. /**
  44265. * Create a multi render target texture
  44266. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  44267. * @param size defines the size of the texture
  44268. * @param options defines the creation options
  44269. * @returns the cube texture as an InternalTexture
  44270. */
  44271. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  44272. /**
  44273. * Update the sample count for a given multiple render target texture
  44274. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  44275. * @param textures defines the textures to update
  44276. * @param samples defines the sample count to set
  44277. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  44278. */
  44279. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  44280. }
  44281. }
  44282. declare module BABYLON {
  44283. /**
  44284. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  44285. */
  44286. export interface CubeMapInfo {
  44287. /**
  44288. * The pixel array for the front face.
  44289. * This is stored in format, left to right, up to down format.
  44290. */
  44291. front: Nullable<ArrayBufferView>;
  44292. /**
  44293. * The pixel array for the back face.
  44294. * This is stored in format, left to right, up to down format.
  44295. */
  44296. back: Nullable<ArrayBufferView>;
  44297. /**
  44298. * The pixel array for the left face.
  44299. * This is stored in format, left to right, up to down format.
  44300. */
  44301. left: Nullable<ArrayBufferView>;
  44302. /**
  44303. * The pixel array for the right face.
  44304. * This is stored in format, left to right, up to down format.
  44305. */
  44306. right: Nullable<ArrayBufferView>;
  44307. /**
  44308. * The pixel array for the up face.
  44309. * This is stored in format, left to right, up to down format.
  44310. */
  44311. up: Nullable<ArrayBufferView>;
  44312. /**
  44313. * The pixel array for the down face.
  44314. * This is stored in format, left to right, up to down format.
  44315. */
  44316. down: Nullable<ArrayBufferView>;
  44317. /**
  44318. * The size of the cubemap stored.
  44319. *
  44320. * Each faces will be size * size pixels.
  44321. */
  44322. size: number;
  44323. /**
  44324. * The format of the texture.
  44325. *
  44326. * RGBA, RGB.
  44327. */
  44328. format: number;
  44329. /**
  44330. * The type of the texture data.
  44331. *
  44332. * UNSIGNED_INT, FLOAT.
  44333. */
  44334. type: number;
  44335. /**
  44336. * Specifies whether the texture is in gamma space.
  44337. */
  44338. gammaSpace: boolean;
  44339. }
  44340. /**
  44341. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  44342. */
  44343. export class PanoramaToCubeMapTools {
  44344. private static FACE_FRONT;
  44345. private static FACE_BACK;
  44346. private static FACE_RIGHT;
  44347. private static FACE_LEFT;
  44348. private static FACE_DOWN;
  44349. private static FACE_UP;
  44350. /**
  44351. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  44352. *
  44353. * @param float32Array The source data.
  44354. * @param inputWidth The width of the input panorama.
  44355. * @param inputHeight The height of the input panorama.
  44356. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  44357. * @return The cubemap data
  44358. */
  44359. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  44360. private static CreateCubemapTexture;
  44361. private static CalcProjectionSpherical;
  44362. }
  44363. }
  44364. declare module BABYLON {
  44365. /**
  44366. * Helper class dealing with the extraction of spherical polynomial dataArray
  44367. * from a cube map.
  44368. */
  44369. export class CubeMapToSphericalPolynomialTools {
  44370. private static FileFaces;
  44371. /**
  44372. * Converts a texture to the according Spherical Polynomial data.
  44373. * This extracts the first 3 orders only as they are the only one used in the lighting.
  44374. *
  44375. * @param texture The texture to extract the information from.
  44376. * @return The Spherical Polynomial data.
  44377. */
  44378. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  44379. /**
  44380. * Converts a cubemap to the according Spherical Polynomial data.
  44381. * This extracts the first 3 orders only as they are the only one used in the lighting.
  44382. *
  44383. * @param cubeInfo The Cube map to extract the information from.
  44384. * @return The Spherical Polynomial data.
  44385. */
  44386. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  44387. }
  44388. }
  44389. declare module BABYLON {
  44390. interface BaseTexture {
  44391. /**
  44392. * Get the polynomial representation of the texture data.
  44393. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  44394. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  44395. */
  44396. sphericalPolynomial: Nullable<SphericalPolynomial>;
  44397. }
  44398. }
  44399. declare module BABYLON {
  44400. /** @hidden */
  44401. export var rgbdEncodePixelShader: {
  44402. name: string;
  44403. shader: string;
  44404. };
  44405. }
  44406. declare module BABYLON {
  44407. /** @hidden */
  44408. export var rgbdDecodePixelShader: {
  44409. name: string;
  44410. shader: string;
  44411. };
  44412. }
  44413. declare module BABYLON {
  44414. /**
  44415. * Raw texture data and descriptor sufficient for WebGL texture upload
  44416. */
  44417. export interface EnvironmentTextureInfo {
  44418. /**
  44419. * Version of the environment map
  44420. */
  44421. version: number;
  44422. /**
  44423. * Width of image
  44424. */
  44425. width: number;
  44426. /**
  44427. * Irradiance information stored in the file.
  44428. */
  44429. irradiance: any;
  44430. /**
  44431. * Specular information stored in the file.
  44432. */
  44433. specular: any;
  44434. }
  44435. /**
  44436. * Defines One Image in the file. It requires only the position in the file
  44437. * as well as the length.
  44438. */
  44439. interface BufferImageData {
  44440. /**
  44441. * Length of the image data.
  44442. */
  44443. length: number;
  44444. /**
  44445. * Position of the data from the null terminator delimiting the end of the JSON.
  44446. */
  44447. position: number;
  44448. }
  44449. /**
  44450. * Defines the specular data enclosed in the file.
  44451. * This corresponds to the version 1 of the data.
  44452. */
  44453. export interface EnvironmentTextureSpecularInfoV1 {
  44454. /**
  44455. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  44456. */
  44457. specularDataPosition?: number;
  44458. /**
  44459. * This contains all the images data needed to reconstruct the cubemap.
  44460. */
  44461. mipmaps: Array<BufferImageData>;
  44462. /**
  44463. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  44464. */
  44465. lodGenerationScale: number;
  44466. }
  44467. /**
  44468. * Sets of helpers addressing the serialization and deserialization of environment texture
  44469. * stored in a BabylonJS env file.
  44470. * Those files are usually stored as .env files.
  44471. */
  44472. export class EnvironmentTextureTools {
  44473. /**
  44474. * Magic number identifying the env file.
  44475. */
  44476. private static _MagicBytes;
  44477. /**
  44478. * Gets the environment info from an env file.
  44479. * @param data The array buffer containing the .env bytes.
  44480. * @returns the environment file info (the json header) if successfully parsed.
  44481. */
  44482. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  44483. /**
  44484. * Creates an environment texture from a loaded cube texture.
  44485. * @param texture defines the cube texture to convert in env file
  44486. * @return a promise containing the environment data if succesfull.
  44487. */
  44488. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  44489. /**
  44490. * Creates a JSON representation of the spherical data.
  44491. * @param texture defines the texture containing the polynomials
  44492. * @return the JSON representation of the spherical info
  44493. */
  44494. private static _CreateEnvTextureIrradiance;
  44495. /**
  44496. * Creates the ArrayBufferViews used for initializing environment texture image data.
  44497. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  44498. * @param info parameters that determine what views will be created for accessing the underlying buffer
  44499. * @return the views described by info providing access to the underlying buffer
  44500. */
  44501. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  44502. /**
  44503. * Uploads the texture info contained in the env file to the GPU.
  44504. * @param texture defines the internal texture to upload to
  44505. * @param arrayBuffer defines the buffer cotaining the data to load
  44506. * @param info defines the texture info retrieved through the GetEnvInfo method
  44507. * @returns a promise
  44508. */
  44509. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  44510. /**
  44511. * Uploads the levels of image data to the GPU.
  44512. * @param texture defines the internal texture to upload to
  44513. * @param imageData defines the array buffer views of image data [mipmap][face]
  44514. * @returns a promise
  44515. */
  44516. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  44517. /**
  44518. * Uploads spherical polynomials information to the texture.
  44519. * @param texture defines the texture we are trying to upload the information to
  44520. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  44521. */
  44522. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  44523. /** @hidden */
  44524. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  44525. }
  44526. }
  44527. declare module BABYLON {
  44528. /**
  44529. * Contains position and normal vectors for a vertex
  44530. */
  44531. export class PositionNormalVertex {
  44532. /** the position of the vertex (defaut: 0,0,0) */
  44533. position: Vector3;
  44534. /** the normal of the vertex (defaut: 0,1,0) */
  44535. normal: Vector3;
  44536. /**
  44537. * Creates a PositionNormalVertex
  44538. * @param position the position of the vertex (defaut: 0,0,0)
  44539. * @param normal the normal of the vertex (defaut: 0,1,0)
  44540. */
  44541. constructor(
  44542. /** the position of the vertex (defaut: 0,0,0) */
  44543. position?: Vector3,
  44544. /** the normal of the vertex (defaut: 0,1,0) */
  44545. normal?: Vector3);
  44546. /**
  44547. * Clones the PositionNormalVertex
  44548. * @returns the cloned PositionNormalVertex
  44549. */
  44550. clone(): PositionNormalVertex;
  44551. }
  44552. /**
  44553. * Contains position, normal and uv vectors for a vertex
  44554. */
  44555. export class PositionNormalTextureVertex {
  44556. /** the position of the vertex (defaut: 0,0,0) */
  44557. position: Vector3;
  44558. /** the normal of the vertex (defaut: 0,1,0) */
  44559. normal: Vector3;
  44560. /** the uv of the vertex (default: 0,0) */
  44561. uv: Vector2;
  44562. /**
  44563. * Creates a PositionNormalTextureVertex
  44564. * @param position the position of the vertex (defaut: 0,0,0)
  44565. * @param normal the normal of the vertex (defaut: 0,1,0)
  44566. * @param uv the uv of the vertex (default: 0,0)
  44567. */
  44568. constructor(
  44569. /** the position of the vertex (defaut: 0,0,0) */
  44570. position?: Vector3,
  44571. /** the normal of the vertex (defaut: 0,1,0) */
  44572. normal?: Vector3,
  44573. /** the uv of the vertex (default: 0,0) */
  44574. uv?: Vector2);
  44575. /**
  44576. * Clones the PositionNormalTextureVertex
  44577. * @returns the cloned PositionNormalTextureVertex
  44578. */
  44579. clone(): PositionNormalTextureVertex;
  44580. }
  44581. }
  44582. declare module BABYLON {
  44583. /** @hidden */
  44584. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  44585. private _genericAttributeLocation;
  44586. private _varyingLocationCount;
  44587. private _varyingLocationMap;
  44588. private _replacements;
  44589. private _textureCount;
  44590. private _uniforms;
  44591. lineProcessor(line: string): string;
  44592. attributeProcessor(attribute: string): string;
  44593. varyingProcessor(varying: string, isFragment: boolean): string;
  44594. uniformProcessor(uniform: string): string;
  44595. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  44596. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  44597. }
  44598. }
  44599. declare module BABYLON {
  44600. /**
  44601. * Container for accessors for natively-stored mesh data buffers.
  44602. */
  44603. class NativeDataBuffer extends DataBuffer {
  44604. /**
  44605. * Accessor value used to identify/retrieve a natively-stored index buffer.
  44606. */
  44607. nativeIndexBuffer?: any;
  44608. /**
  44609. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  44610. */
  44611. nativeVertexBuffer?: any;
  44612. }
  44613. /** @hidden */
  44614. export class NativeEngine extends Engine {
  44615. private readonly _native;
  44616. getHardwareScalingLevel(): number;
  44617. constructor();
  44618. /**
  44619. * Can be used to override the current requestAnimationFrame requester.
  44620. * @hidden
  44621. */
  44622. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  44623. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44624. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  44625. createVertexBuffer(data: DataArray): NativeDataBuffer;
  44626. recordVertexArrayObject(vertexBuffers: {
  44627. [key: string]: VertexBuffer;
  44628. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  44629. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  44630. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  44631. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44632. /**
  44633. * Draw a list of indexed primitives
  44634. * @param fillMode defines the primitive to use
  44635. * @param indexStart defines the starting index
  44636. * @param indexCount defines the number of index to draw
  44637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  44638. */
  44639. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44640. /**
  44641. * Draw a list of unindexed primitives
  44642. * @param fillMode defines the primitive to use
  44643. * @param verticesStart defines the index of first vertex to draw
  44644. * @param verticesCount defines the count of vertices to draw
  44645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  44646. */
  44647. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44648. createPipelineContext(): IPipelineContext;
  44649. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  44650. /** @hidden */
  44651. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  44652. /** @hidden */
  44653. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  44654. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  44655. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  44656. protected _setProgram(program: WebGLProgram): void;
  44657. _releaseEffect(effect: Effect): void;
  44658. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  44659. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  44660. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  44661. bindSamplers(effect: Effect): void;
  44662. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  44663. getRenderWidth(useScreen?: boolean): number;
  44664. getRenderHeight(useScreen?: boolean): number;
  44665. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  44666. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44667. /**
  44668. * Set the z offset to apply to current rendering
  44669. * @param value defines the offset to apply
  44670. */
  44671. setZOffset(value: number): void;
  44672. /**
  44673. * Gets the current value of the zOffset
  44674. * @returns the current zOffset state
  44675. */
  44676. getZOffset(): number;
  44677. /**
  44678. * Enable or disable depth buffering
  44679. * @param enable defines the state to set
  44680. */
  44681. setDepthBuffer(enable: boolean): void;
  44682. /**
  44683. * Gets a boolean indicating if depth writing is enabled
  44684. * @returns the current depth writing state
  44685. */
  44686. getDepthWrite(): boolean;
  44687. /**
  44688. * Enable or disable depth writing
  44689. * @param enable defines the state to set
  44690. */
  44691. setDepthWrite(enable: boolean): void;
  44692. /**
  44693. * Enable or disable color writing
  44694. * @param enable defines the state to set
  44695. */
  44696. setColorWrite(enable: boolean): void;
  44697. /**
  44698. * Gets a boolean indicating if color writing is enabled
  44699. * @returns the current color writing state
  44700. */
  44701. getColorWrite(): boolean;
  44702. /**
  44703. * Sets alpha constants used by some alpha blending modes
  44704. * @param r defines the red component
  44705. * @param g defines the green component
  44706. * @param b defines the blue component
  44707. * @param a defines the alpha component
  44708. */
  44709. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  44710. /**
  44711. * Sets the current alpha mode
  44712. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  44713. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  44714. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  44715. */
  44716. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44717. /**
  44718. * Gets the current alpha mode
  44719. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  44720. * @returns the current alpha mode
  44721. */
  44722. getAlphaMode(): number;
  44723. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44724. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44725. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44726. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44727. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44728. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44729. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44730. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44731. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44732. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44733. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44734. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44735. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44736. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44737. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44738. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44739. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44740. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44741. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44742. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44743. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  44744. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  44745. wipeCaches(bruteForce?: boolean): void;
  44746. _createTexture(): WebGLTexture;
  44747. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  44748. /**
  44749. * Usually called from BABYLON.Texture.ts.
  44750. * Passed information to create a WebGLTexture
  44751. * @param urlArg defines a value which contains one of the following:
  44752. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  44753. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  44754. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  44755. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  44756. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  44757. * @param scene needed for loading to the correct scene
  44758. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  44759. * @param onLoad optional callback to be called upon successful completion
  44760. * @param onError optional callback to be called upon failure
  44761. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  44762. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  44763. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  44764. * @param forcedExtension defines the extension to use to pick the right loader
  44765. * @returns a InternalTexture for assignment back into BABYLON.Texture
  44766. */
  44767. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  44768. /**
  44769. * Creates a cube texture
  44770. * @param rootUrl defines the url where the files to load is located
  44771. * @param scene defines the current scene
  44772. * @param files defines the list of files to load (1 per face)
  44773. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  44774. * @param onLoad defines an optional callback raised when the texture is loaded
  44775. * @param onError defines an optional callback raised if there is an issue to load the texture
  44776. * @param format defines the format of the data
  44777. * @param forcedExtension defines the extension to use to pick the right loader
  44778. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  44779. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  44780. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  44781. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  44782. * @returns the cube texture as an InternalTexture
  44783. */
  44784. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  44785. private _getSamplingFilter;
  44786. private static _GetNativeTextureFormat;
  44787. createRenderTargetTexture(size: number | {
  44788. width: number;
  44789. height: number;
  44790. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44791. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44792. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44793. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44794. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  44795. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  44796. /**
  44797. * Updates a dynamic vertex buffer.
  44798. * @param vertexBuffer the vertex buffer to update
  44799. * @param data the data used to update the vertex buffer
  44800. * @param byteOffset the byte offset of the data (optional)
  44801. * @param byteLength the byte length of the data (optional)
  44802. */
  44803. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  44804. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  44805. private _updateAnisotropicLevel;
  44806. private _getAddressMode;
  44807. /** @hidden */
  44808. _bindTexture(channel: number, texture: InternalTexture): void;
  44809. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  44810. releaseEffects(): void;
  44811. /** @hidden */
  44812. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44813. /** @hidden */
  44814. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44815. /** @hidden */
  44816. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44817. /** @hidden */
  44818. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44819. }
  44820. }
  44821. declare module BABYLON {
  44822. /**
  44823. * Gather the list of clipboard event types as constants.
  44824. */
  44825. export class ClipboardEventTypes {
  44826. /**
  44827. * The clipboard event is fired when a copy command is active (pressed).
  44828. */
  44829. static readonly COPY: number;
  44830. /**
  44831. * The clipboard event is fired when a cut command is active (pressed).
  44832. */
  44833. static readonly CUT: number;
  44834. /**
  44835. * The clipboard event is fired when a paste command is active (pressed).
  44836. */
  44837. static readonly PASTE: number;
  44838. }
  44839. /**
  44840. * This class is used to store clipboard related info for the onClipboardObservable event.
  44841. */
  44842. export class ClipboardInfo {
  44843. /**
  44844. * Defines the type of event (BABYLON.ClipboardEventTypes)
  44845. */
  44846. type: number;
  44847. /**
  44848. * Defines the related dom event
  44849. */
  44850. event: ClipboardEvent;
  44851. /**
  44852. *Creates an instance of ClipboardInfo.
  44853. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  44854. * @param event Defines the related dom event
  44855. */
  44856. constructor(
  44857. /**
  44858. * Defines the type of event (BABYLON.ClipboardEventTypes)
  44859. */
  44860. type: number,
  44861. /**
  44862. * Defines the related dom event
  44863. */
  44864. event: ClipboardEvent);
  44865. /**
  44866. * Get the clipboard event's type from the keycode.
  44867. * @param keyCode Defines the keyCode for the current keyboard event.
  44868. * @return {number}
  44869. */
  44870. static GetTypeFromCharacter(keyCode: number): number;
  44871. }
  44872. }
  44873. declare module BABYLON {
  44874. /**
  44875. * Google Daydream controller
  44876. */
  44877. export class DaydreamController extends WebVRController {
  44878. /**
  44879. * Base Url for the controller model.
  44880. */
  44881. static MODEL_BASE_URL: string;
  44882. /**
  44883. * File name for the controller model.
  44884. */
  44885. static MODEL_FILENAME: string;
  44886. /**
  44887. * Gamepad Id prefix used to identify Daydream Controller.
  44888. */
  44889. static readonly GAMEPAD_ID_PREFIX: string;
  44890. /**
  44891. * Creates a new DaydreamController from a gamepad
  44892. * @param vrGamepad the gamepad that the controller should be created from
  44893. */
  44894. constructor(vrGamepad: any);
  44895. /**
  44896. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44897. * @param scene scene in which to add meshes
  44898. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44899. */
  44900. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44901. /**
  44902. * Called once for each button that changed state since the last frame
  44903. * @param buttonIdx Which button index changed
  44904. * @param state New state of the button
  44905. * @param changes Which properties on the state changed since last frame
  44906. */
  44907. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44908. }
  44909. }
  44910. declare module BABYLON {
  44911. /**
  44912. * Gear VR Controller
  44913. */
  44914. export class GearVRController extends WebVRController {
  44915. /**
  44916. * Base Url for the controller model.
  44917. */
  44918. static MODEL_BASE_URL: string;
  44919. /**
  44920. * File name for the controller model.
  44921. */
  44922. static MODEL_FILENAME: string;
  44923. /**
  44924. * Gamepad Id prefix used to identify this controller.
  44925. */
  44926. static readonly GAMEPAD_ID_PREFIX: string;
  44927. private readonly _buttonIndexToObservableNameMap;
  44928. /**
  44929. * Creates a new GearVRController from a gamepad
  44930. * @param vrGamepad the gamepad that the controller should be created from
  44931. */
  44932. constructor(vrGamepad: any);
  44933. /**
  44934. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44935. * @param scene scene in which to add meshes
  44936. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44937. */
  44938. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44939. /**
  44940. * Called once for each button that changed state since the last frame
  44941. * @param buttonIdx Which button index changed
  44942. * @param state New state of the button
  44943. * @param changes Which properties on the state changed since last frame
  44944. */
  44945. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44946. }
  44947. }
  44948. declare module BABYLON {
  44949. /**
  44950. * Class containing static functions to help procedurally build meshes
  44951. */
  44952. export class PolyhedronBuilder {
  44953. /**
  44954. * Creates a polyhedron mesh
  44955. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  44956. * * The parameter `size` (positive float, default 1) sets the polygon size
  44957. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  44958. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  44959. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  44960. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  44961. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44962. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  44963. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44964. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44965. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44966. * @param name defines the name of the mesh
  44967. * @param options defines the options used to create the mesh
  44968. * @param scene defines the hosting scene
  44969. * @returns the polyhedron mesh
  44970. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  44971. */
  44972. static CreatePolyhedron(name: string, options: {
  44973. type?: number;
  44974. size?: number;
  44975. sizeX?: number;
  44976. sizeY?: number;
  44977. sizeZ?: number;
  44978. custom?: any;
  44979. faceUV?: Vector4[];
  44980. faceColors?: Color4[];
  44981. flat?: boolean;
  44982. updatable?: boolean;
  44983. sideOrientation?: number;
  44984. frontUVs?: Vector4;
  44985. backUVs?: Vector4;
  44986. }, scene?: Nullable<Scene>): Mesh;
  44987. }
  44988. }
  44989. declare module BABYLON {
  44990. /**
  44991. * Gizmo that enables scaling a mesh along 3 axis
  44992. */
  44993. export class ScaleGizmo extends Gizmo {
  44994. /**
  44995. * Internal gizmo used for interactions on the x axis
  44996. */
  44997. xGizmo: AxisScaleGizmo;
  44998. /**
  44999. * Internal gizmo used for interactions on the y axis
  45000. */
  45001. yGizmo: AxisScaleGizmo;
  45002. /**
  45003. * Internal gizmo used for interactions on the z axis
  45004. */
  45005. zGizmo: AxisScaleGizmo;
  45006. /**
  45007. * Internal gizmo used to scale all axis equally
  45008. */
  45009. uniformScaleGizmo: AxisScaleGizmo;
  45010. private _meshAttached;
  45011. private _updateGizmoRotationToMatchAttachedMesh;
  45012. private _snapDistance;
  45013. private _scaleRatio;
  45014. private _uniformScalingMesh;
  45015. private _octahedron;
  45016. /** Fires an event when any of it's sub gizmos are dragged */
  45017. onDragStartObservable: Observable<unknown>;
  45018. /** Fires an event when any of it's sub gizmos are released from dragging */
  45019. onDragEndObservable: Observable<unknown>;
  45020. attachedMesh: Nullable<AbstractMesh>;
  45021. /**
  45022. * Creates a ScaleGizmo
  45023. * @param gizmoLayer The utility layer the gizmo will be added to
  45024. */
  45025. constructor(gizmoLayer?: UtilityLayerRenderer);
  45026. updateGizmoRotationToMatchAttachedMesh: boolean;
  45027. /**
  45028. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45029. */
  45030. snapDistance: number;
  45031. /**
  45032. * Ratio for the scale of the gizmo (Default: 1)
  45033. */
  45034. scaleRatio: number;
  45035. /**
  45036. * Disposes of the gizmo
  45037. */
  45038. dispose(): void;
  45039. }
  45040. }
  45041. declare module BABYLON {
  45042. /**
  45043. * Single axis scale gizmo
  45044. */
  45045. export class AxisScaleGizmo extends Gizmo {
  45046. /**
  45047. * Drag behavior responsible for the gizmos dragging interactions
  45048. */
  45049. dragBehavior: PointerDragBehavior;
  45050. private _pointerObserver;
  45051. /**
  45052. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45053. */
  45054. snapDistance: number;
  45055. /**
  45056. * Event that fires each time the gizmo snaps to a new location.
  45057. * * snapDistance is the the change in distance
  45058. */
  45059. onSnapObservable: Observable<{
  45060. snapDistance: number;
  45061. }>;
  45062. /**
  45063. * If the scaling operation should be done on all axis (default: false)
  45064. */
  45065. uniformScaling: boolean;
  45066. private _isEnabled;
  45067. private _parent;
  45068. private _arrow;
  45069. private _coloredMaterial;
  45070. private _hoverMaterial;
  45071. /**
  45072. * Creates an AxisScaleGizmo
  45073. * @param gizmoLayer The utility layer the gizmo will be added to
  45074. * @param dragAxis The axis which the gizmo will be able to scale on
  45075. * @param color The color of the gizmo
  45076. */
  45077. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45078. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45079. /**
  45080. * If the gizmo is enabled
  45081. */
  45082. isEnabled: boolean;
  45083. /**
  45084. * Disposes of the gizmo
  45085. */
  45086. dispose(): void;
  45087. /**
  45088. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45089. * @param mesh The mesh to replace the default mesh of the gizmo
  45090. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45091. */
  45092. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45093. }
  45094. }
  45095. declare module BABYLON {
  45096. /**
  45097. * Bounding box gizmo
  45098. */
  45099. export class BoundingBoxGizmo extends Gizmo {
  45100. private _lineBoundingBox;
  45101. private _rotateSpheresParent;
  45102. private _scaleBoxesParent;
  45103. private _boundingDimensions;
  45104. private _renderObserver;
  45105. private _pointerObserver;
  45106. private _scaleDragSpeed;
  45107. private _tmpQuaternion;
  45108. private _tmpVector;
  45109. private _tmpRotationMatrix;
  45110. /**
  45111. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  45112. */
  45113. ignoreChildren: boolean;
  45114. /**
  45115. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  45116. */
  45117. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45118. /**
  45119. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45120. */
  45121. rotationSphereSize: number;
  45122. /**
  45123. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45124. */
  45125. scaleBoxSize: number;
  45126. /**
  45127. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  45128. */
  45129. fixedDragMeshScreenSize: boolean;
  45130. /**
  45131. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45132. */
  45133. fixedDragMeshScreenSizeDistanceFactor: number;
  45134. /**
  45135. * Fired when a rotation sphere or scale box is dragged
  45136. */
  45137. onDragStartObservable: Observable<{}>;
  45138. /**
  45139. * Fired when a scale box is dragged
  45140. */
  45141. onScaleBoxDragObservable: Observable<{}>;
  45142. /**
  45143. * Fired when a scale box drag is ended
  45144. */
  45145. onScaleBoxDragEndObservable: Observable<{}>;
  45146. /**
  45147. * Fired when a rotation sphere is dragged
  45148. */
  45149. onRotationSphereDragObservable: Observable<{}>;
  45150. /**
  45151. * Fired when a rotation sphere drag is ended
  45152. */
  45153. onRotationSphereDragEndObservable: Observable<{}>;
  45154. /**
  45155. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  45156. */
  45157. scalePivot: Nullable<Vector3>;
  45158. /**
  45159. * Mesh used as a pivot to rotate the attached mesh
  45160. */
  45161. private _anchorMesh;
  45162. private _existingMeshScale;
  45163. private _dragMesh;
  45164. private pointerDragBehavior;
  45165. private coloredMaterial;
  45166. private hoverColoredMaterial;
  45167. /**
  45168. * Sets the color of the bounding box gizmo
  45169. * @param color the color to set
  45170. */
  45171. setColor(color: Color3): void;
  45172. /**
  45173. * Creates an BoundingBoxGizmo
  45174. * @param gizmoLayer The utility layer the gizmo will be added to
  45175. * @param color The color of the gizmo
  45176. */
  45177. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45178. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45179. private _selectNode;
  45180. /**
  45181. * Updates the bounding box information for the Gizmo
  45182. */
  45183. updateBoundingBox(): void;
  45184. private _updateRotationSpheres;
  45185. private _updateScaleBoxes;
  45186. /**
  45187. * Enables rotation on the specified axis and disables rotation on the others
  45188. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45189. */
  45190. setEnabledRotationAxis(axis: string): void;
  45191. /**
  45192. * Enables/disables scaling
  45193. * @param enable if scaling should be enabled
  45194. */
  45195. setEnabledScaling(enable: boolean): void;
  45196. private _updateDummy;
  45197. /**
  45198. * Enables a pointer drag behavior on the bounding box of the gizmo
  45199. */
  45200. enableDragBehavior(): void;
  45201. /**
  45202. * Disposes of the gizmo
  45203. */
  45204. dispose(): void;
  45205. /**
  45206. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  45207. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45208. * @returns the bounding box mesh with the passed in mesh as a child
  45209. */
  45210. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45211. /**
  45212. * CustomMeshes are not supported by this gizmo
  45213. * @param mesh The mesh to replace the default mesh of the gizmo
  45214. */
  45215. setCustomMesh(mesh: Mesh): void;
  45216. }
  45217. }
  45218. declare module BABYLON {
  45219. /**
  45220. * Single plane rotation gizmo
  45221. */
  45222. export class PlaneRotationGizmo extends Gizmo {
  45223. /**
  45224. * Drag behavior responsible for the gizmos dragging interactions
  45225. */
  45226. dragBehavior: PointerDragBehavior;
  45227. private _pointerObserver;
  45228. /**
  45229. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45230. */
  45231. snapDistance: number;
  45232. /**
  45233. * Event that fires each time the gizmo snaps to a new location.
  45234. * * snapDistance is the the change in distance
  45235. */
  45236. onSnapObservable: Observable<{
  45237. snapDistance: number;
  45238. }>;
  45239. private _isEnabled;
  45240. private _parent;
  45241. /**
  45242. * Creates a PlaneRotationGizmo
  45243. * @param gizmoLayer The utility layer the gizmo will be added to
  45244. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45245. * @param color The color of the gizmo
  45246. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45247. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45248. */
  45249. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45250. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45251. /**
  45252. * If the gizmo is enabled
  45253. */
  45254. isEnabled: boolean;
  45255. /**
  45256. * Disposes of the gizmo
  45257. */
  45258. dispose(): void;
  45259. }
  45260. }
  45261. declare module BABYLON {
  45262. /**
  45263. * Gizmo that enables rotating a mesh along 3 axis
  45264. */
  45265. export class RotationGizmo extends Gizmo {
  45266. /**
  45267. * Internal gizmo used for interactions on the x axis
  45268. */
  45269. xGizmo: PlaneRotationGizmo;
  45270. /**
  45271. * Internal gizmo used for interactions on the y axis
  45272. */
  45273. yGizmo: PlaneRotationGizmo;
  45274. /**
  45275. * Internal gizmo used for interactions on the z axis
  45276. */
  45277. zGizmo: PlaneRotationGizmo;
  45278. /** Fires an event when any of it's sub gizmos are dragged */
  45279. onDragStartObservable: Observable<unknown>;
  45280. /** Fires an event when any of it's sub gizmos are released from dragging */
  45281. onDragEndObservable: Observable<unknown>;
  45282. private _meshAttached;
  45283. attachedMesh: Nullable<AbstractMesh>;
  45284. /**
  45285. * Creates a RotationGizmo
  45286. * @param gizmoLayer The utility layer the gizmo will be added to
  45287. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45288. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45289. */
  45290. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  45291. updateGizmoRotationToMatchAttachedMesh: boolean;
  45292. /**
  45293. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45294. */
  45295. snapDistance: number;
  45296. /**
  45297. * Ratio for the scale of the gizmo (Default: 1)
  45298. */
  45299. scaleRatio: number;
  45300. /**
  45301. * Disposes of the gizmo
  45302. */
  45303. dispose(): void;
  45304. /**
  45305. * CustomMeshes are not supported by this gizmo
  45306. * @param mesh The mesh to replace the default mesh of the gizmo
  45307. */
  45308. setCustomMesh(mesh: Mesh): void;
  45309. }
  45310. }
  45311. declare module BABYLON {
  45312. /**
  45313. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45314. */
  45315. export class GizmoManager implements IDisposable {
  45316. private scene;
  45317. /**
  45318. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45319. */
  45320. gizmos: {
  45321. positionGizmo: Nullable<PositionGizmo>;
  45322. rotationGizmo: Nullable<RotationGizmo>;
  45323. scaleGizmo: Nullable<ScaleGizmo>;
  45324. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45325. };
  45326. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45327. clearGizmoOnEmptyPointerEvent: boolean;
  45328. /** Fires an event when the manager is attached to a mesh */
  45329. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45330. private _gizmosEnabled;
  45331. private _pointerObserver;
  45332. private _attachedMesh;
  45333. private _boundingBoxColor;
  45334. private _defaultUtilityLayer;
  45335. private _defaultKeepDepthUtilityLayer;
  45336. /**
  45337. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45338. */
  45339. boundingBoxDragBehavior: SixDofDragBehavior;
  45340. /**
  45341. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45342. */
  45343. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45344. /**
  45345. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45346. */
  45347. usePointerToAttachGizmos: boolean;
  45348. /**
  45349. * Utility layer that the bounding box gizmo belongs to
  45350. */
  45351. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45352. /**
  45353. * Utility layer that all gizmos besides bounding box belong to
  45354. */
  45355. readonly utilityLayer: UtilityLayerRenderer;
  45356. /**
  45357. * Instatiates a gizmo manager
  45358. * @param scene the scene to overlay the gizmos on top of
  45359. */
  45360. constructor(scene: Scene);
  45361. /**
  45362. * Attaches a set of gizmos to the specified mesh
  45363. * @param mesh The mesh the gizmo's should be attached to
  45364. */
  45365. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45366. /**
  45367. * If the position gizmo is enabled
  45368. */
  45369. positionGizmoEnabled: boolean;
  45370. /**
  45371. * If the rotation gizmo is enabled
  45372. */
  45373. rotationGizmoEnabled: boolean;
  45374. /**
  45375. * If the scale gizmo is enabled
  45376. */
  45377. scaleGizmoEnabled: boolean;
  45378. /**
  45379. * If the boundingBox gizmo is enabled
  45380. */
  45381. boundingBoxGizmoEnabled: boolean;
  45382. /**
  45383. * Disposes of the gizmo manager
  45384. */
  45385. dispose(): void;
  45386. }
  45387. }
  45388. declare module BABYLON {
  45389. /**
  45390. * A directional light is defined by a direction (what a surprise!).
  45391. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45392. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  45393. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45394. */
  45395. export class DirectionalLight extends ShadowLight {
  45396. private _shadowFrustumSize;
  45397. /**
  45398. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45399. */
  45400. /**
  45401. * Specifies a fix frustum size for the shadow generation.
  45402. */
  45403. shadowFrustumSize: number;
  45404. private _shadowOrthoScale;
  45405. /**
  45406. * Gets the shadow projection scale against the optimal computed one.
  45407. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45408. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45409. */
  45410. /**
  45411. * Sets the shadow projection scale against the optimal computed one.
  45412. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45413. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45414. */
  45415. shadowOrthoScale: number;
  45416. /**
  45417. * Automatically compute the projection matrix to best fit (including all the casters)
  45418. * on each frame.
  45419. */
  45420. autoUpdateExtends: boolean;
  45421. private _orthoLeft;
  45422. private _orthoRight;
  45423. private _orthoTop;
  45424. private _orthoBottom;
  45425. /**
  45426. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45427. * The directional light is emitted from everywhere in the given direction.
  45428. * It can cast shadows.
  45429. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45430. * @param name The friendly name of the light
  45431. * @param direction The direction of the light
  45432. * @param scene The scene the light belongs to
  45433. */
  45434. constructor(name: string, direction: Vector3, scene: Scene);
  45435. /**
  45436. * Returns the string "DirectionalLight".
  45437. * @return The class name
  45438. */
  45439. getClassName(): string;
  45440. /**
  45441. * Returns the integer 1.
  45442. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45443. */
  45444. getTypeID(): number;
  45445. /**
  45446. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45447. * Returns the DirectionalLight Shadow projection matrix.
  45448. */
  45449. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45450. /**
  45451. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45452. * Returns the DirectionalLight Shadow projection matrix.
  45453. */
  45454. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45455. /**
  45456. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45457. * Returns the DirectionalLight Shadow projection matrix.
  45458. */
  45459. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45460. protected _buildUniformLayout(): void;
  45461. /**
  45462. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45463. * @param effect The effect to update
  45464. * @param lightIndex The index of the light in the effect to update
  45465. * @returns The directional light
  45466. */
  45467. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45468. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  45469. /**
  45470. * Gets the minZ used for shadow according to both the scene and the light.
  45471. *
  45472. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45473. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45474. * @param activeCamera The camera we are returning the min for
  45475. * @returns the depth min z
  45476. */
  45477. getDepthMinZ(activeCamera: Camera): number;
  45478. /**
  45479. * Gets the maxZ used for shadow according to both the scene and the light.
  45480. *
  45481. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45482. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45483. * @param activeCamera The camera we are returning the max for
  45484. * @returns the depth max z
  45485. */
  45486. getDepthMaxZ(activeCamera: Camera): number;
  45487. /**
  45488. * Prepares the list of defines specific to the light type.
  45489. * @param defines the list of defines
  45490. * @param lightIndex defines the index of the light for the effect
  45491. */
  45492. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45493. }
  45494. }
  45495. declare module BABYLON {
  45496. /**
  45497. * Class containing static functions to help procedurally build meshes
  45498. */
  45499. export class HemisphereBuilder {
  45500. /**
  45501. * Creates a hemisphere mesh
  45502. * @param name defines the name of the mesh
  45503. * @param options defines the options used to create the mesh
  45504. * @param scene defines the hosting scene
  45505. * @returns the hemisphere mesh
  45506. */
  45507. static CreateHemisphere(name: string, options: {
  45508. segments?: number;
  45509. diameter?: number;
  45510. sideOrientation?: number;
  45511. }, scene: any): Mesh;
  45512. }
  45513. }
  45514. declare module BABYLON {
  45515. /**
  45516. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45517. * These values define a cone of light starting from the position, emitting toward the direction.
  45518. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45519. * and the exponent defines the speed of the decay of the light with distance (reach).
  45520. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45521. */
  45522. export class SpotLight extends ShadowLight {
  45523. private _angle;
  45524. private _innerAngle;
  45525. private _cosHalfAngle;
  45526. private _lightAngleScale;
  45527. private _lightAngleOffset;
  45528. /**
  45529. * Gets the cone angle of the spot light in Radians.
  45530. */
  45531. /**
  45532. * Sets the cone angle of the spot light in Radians.
  45533. */
  45534. angle: number;
  45535. /**
  45536. * Only used in gltf falloff mode, this defines the angle where
  45537. * the directional falloff will start before cutting at angle which could be seen
  45538. * as outer angle.
  45539. */
  45540. /**
  45541. * Only used in gltf falloff mode, this defines the angle where
  45542. * the directional falloff will start before cutting at angle which could be seen
  45543. * as outer angle.
  45544. */
  45545. innerAngle: number;
  45546. private _shadowAngleScale;
  45547. /**
  45548. * Allows scaling the angle of the light for shadow generation only.
  45549. */
  45550. /**
  45551. * Allows scaling the angle of the light for shadow generation only.
  45552. */
  45553. shadowAngleScale: number;
  45554. /**
  45555. * The light decay speed with the distance from the emission spot.
  45556. */
  45557. exponent: number;
  45558. private _projectionTextureMatrix;
  45559. /**
  45560. * Allows reading the projecton texture
  45561. */
  45562. readonly projectionTextureMatrix: Matrix;
  45563. protected _projectionTextureLightNear: number;
  45564. /**
  45565. * Gets the near clip of the Spotlight for texture projection.
  45566. */
  45567. /**
  45568. * Sets the near clip of the Spotlight for texture projection.
  45569. */
  45570. projectionTextureLightNear: number;
  45571. protected _projectionTextureLightFar: number;
  45572. /**
  45573. * Gets the far clip of the Spotlight for texture projection.
  45574. */
  45575. /**
  45576. * Sets the far clip of the Spotlight for texture projection.
  45577. */
  45578. projectionTextureLightFar: number;
  45579. protected _projectionTextureUpDirection: Vector3;
  45580. /**
  45581. * Gets the Up vector of the Spotlight for texture projection.
  45582. */
  45583. /**
  45584. * Sets the Up vector of the Spotlight for texture projection.
  45585. */
  45586. projectionTextureUpDirection: Vector3;
  45587. private _projectionTexture;
  45588. /**
  45589. * Gets the projection texture of the light.
  45590. */
  45591. /**
  45592. * Sets the projection texture of the light.
  45593. */
  45594. projectionTexture: Nullable<BaseTexture>;
  45595. private _projectionTextureViewLightDirty;
  45596. private _projectionTextureProjectionLightDirty;
  45597. private _projectionTextureDirty;
  45598. private _projectionTextureViewTargetVector;
  45599. private _projectionTextureViewLightMatrix;
  45600. private _projectionTextureProjectionLightMatrix;
  45601. private _projectionTextureScalingMatrix;
  45602. /**
  45603. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  45604. * It can cast shadows.
  45605. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45606. * @param name The light friendly name
  45607. * @param position The position of the spot light in the scene
  45608. * @param direction The direction of the light in the scene
  45609. * @param angle The cone angle of the light in Radians
  45610. * @param exponent The light decay speed with the distance from the emission spot
  45611. * @param scene The scene the lights belongs to
  45612. */
  45613. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  45614. /**
  45615. * Returns the string "SpotLight".
  45616. * @returns the class name
  45617. */
  45618. getClassName(): string;
  45619. /**
  45620. * Returns the integer 2.
  45621. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45622. */
  45623. getTypeID(): number;
  45624. /**
  45625. * Overrides the direction setter to recompute the projection texture view light Matrix.
  45626. */
  45627. protected _setDirection(value: Vector3): void;
  45628. /**
  45629. * Overrides the position setter to recompute the projection texture view light Matrix.
  45630. */
  45631. protected _setPosition(value: Vector3): void;
  45632. /**
  45633. * 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.
  45634. * Returns the SpotLight.
  45635. */
  45636. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45637. protected _computeProjectionTextureViewLightMatrix(): void;
  45638. protected _computeProjectionTextureProjectionLightMatrix(): void;
  45639. /**
  45640. * Main function for light texture projection matrix computing.
  45641. */
  45642. protected _computeProjectionTextureMatrix(): void;
  45643. protected _buildUniformLayout(): void;
  45644. private _computeAngleValues;
  45645. /**
  45646. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  45647. * @param effect The effect to update
  45648. * @param lightIndex The index of the light in the effect to update
  45649. * @returns The spot light
  45650. */
  45651. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  45652. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  45653. /**
  45654. * Disposes the light and the associated resources.
  45655. */
  45656. dispose(): void;
  45657. /**
  45658. * Prepares the list of defines specific to the light type.
  45659. * @param defines the list of defines
  45660. * @param lightIndex defines the index of the light for the effect
  45661. */
  45662. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45663. }
  45664. }
  45665. declare module BABYLON {
  45666. /**
  45667. * Gizmo that enables viewing a light
  45668. */
  45669. export class LightGizmo extends Gizmo {
  45670. private _lightMesh;
  45671. private _material;
  45672. private cachedPosition;
  45673. private cachedForward;
  45674. /**
  45675. * Creates a LightGizmo
  45676. * @param gizmoLayer The utility layer the gizmo will be added to
  45677. */
  45678. constructor(gizmoLayer?: UtilityLayerRenderer);
  45679. private _light;
  45680. /**
  45681. * The light that the gizmo is attached to
  45682. */
  45683. light: Nullable<Light>;
  45684. /**
  45685. * Gets the material used to render the light gizmo
  45686. */
  45687. readonly material: StandardMaterial;
  45688. /**
  45689. * @hidden
  45690. * Updates the gizmo to match the attached mesh's position/rotation
  45691. */
  45692. protected _update(): void;
  45693. private static _Scale;
  45694. /**
  45695. * Creates the lines for a light mesh
  45696. */
  45697. private static _createLightLines;
  45698. /**
  45699. * Disposes of the light gizmo
  45700. */
  45701. dispose(): void;
  45702. private static _CreateHemisphericLightMesh;
  45703. private static _CreatePointLightMesh;
  45704. private static _CreateSpotLightMesh;
  45705. private static _CreateDirectionalLightMesh;
  45706. }
  45707. }
  45708. declare module BABYLON {
  45709. /** @hidden */
  45710. export var backgroundFragmentDeclaration: {
  45711. name: string;
  45712. shader: string;
  45713. };
  45714. }
  45715. declare module BABYLON {
  45716. /** @hidden */
  45717. export var backgroundUboDeclaration: {
  45718. name: string;
  45719. shader: string;
  45720. };
  45721. }
  45722. declare module BABYLON {
  45723. /** @hidden */
  45724. export var backgroundPixelShader: {
  45725. name: string;
  45726. shader: string;
  45727. };
  45728. }
  45729. declare module BABYLON {
  45730. /** @hidden */
  45731. export var backgroundVertexDeclaration: {
  45732. name: string;
  45733. shader: string;
  45734. };
  45735. }
  45736. declare module BABYLON {
  45737. /** @hidden */
  45738. export var backgroundVertexShader: {
  45739. name: string;
  45740. shader: string;
  45741. };
  45742. }
  45743. declare module BABYLON {
  45744. /**
  45745. * Background material used to create an efficient environement around your scene.
  45746. */
  45747. export class BackgroundMaterial extends PushMaterial {
  45748. /**
  45749. * Standard reflectance value at parallel view angle.
  45750. */
  45751. static StandardReflectance0: number;
  45752. /**
  45753. * Standard reflectance value at grazing angle.
  45754. */
  45755. static StandardReflectance90: number;
  45756. protected _primaryColor: Color3;
  45757. /**
  45758. * Key light Color (multiply against the environement texture)
  45759. */
  45760. primaryColor: Color3;
  45761. protected __perceptualColor: Nullable<Color3>;
  45762. /**
  45763. * Experimental Internal Use Only.
  45764. *
  45765. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  45766. * This acts as a helper to set the primary color to a more "human friendly" value.
  45767. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  45768. * output color as close as possible from the chosen value.
  45769. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  45770. * part of lighting setup.)
  45771. */
  45772. _perceptualColor: Nullable<Color3>;
  45773. protected _primaryColorShadowLevel: float;
  45774. /**
  45775. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  45776. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  45777. */
  45778. primaryColorShadowLevel: float;
  45779. protected _primaryColorHighlightLevel: float;
  45780. /**
  45781. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  45782. * The primary color is used at the level chosen to define what the white area would look.
  45783. */
  45784. primaryColorHighlightLevel: float;
  45785. protected _reflectionTexture: Nullable<BaseTexture>;
  45786. /**
  45787. * Reflection Texture used in the material.
  45788. * Should be author in a specific way for the best result (refer to the documentation).
  45789. */
  45790. reflectionTexture: Nullable<BaseTexture>;
  45791. protected _reflectionBlur: float;
  45792. /**
  45793. * Reflection Texture level of blur.
  45794. *
  45795. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  45796. * texture twice.
  45797. */
  45798. reflectionBlur: float;
  45799. protected _diffuseTexture: Nullable<BaseTexture>;
  45800. /**
  45801. * Diffuse Texture used in the material.
  45802. * Should be author in a specific way for the best result (refer to the documentation).
  45803. */
  45804. diffuseTexture: Nullable<BaseTexture>;
  45805. protected _shadowLights: Nullable<IShadowLight[]>;
  45806. /**
  45807. * Specify the list of lights casting shadow on the material.
  45808. * All scene shadow lights will be included if null.
  45809. */
  45810. shadowLights: Nullable<IShadowLight[]>;
  45811. protected _shadowLevel: float;
  45812. /**
  45813. * Helps adjusting the shadow to a softer level if required.
  45814. * 0 means black shadows and 1 means no shadows.
  45815. */
  45816. shadowLevel: float;
  45817. protected _sceneCenter: Vector3;
  45818. /**
  45819. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  45820. * It is usually zero but might be interesting to modify according to your setup.
  45821. */
  45822. sceneCenter: Vector3;
  45823. protected _opacityFresnel: boolean;
  45824. /**
  45825. * This helps specifying that the material is falling off to the sky box at grazing angle.
  45826. * This helps ensuring a nice transition when the camera goes under the ground.
  45827. */
  45828. opacityFresnel: boolean;
  45829. protected _reflectionFresnel: boolean;
  45830. /**
  45831. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  45832. * This helps adding a mirror texture on the ground.
  45833. */
  45834. reflectionFresnel: boolean;
  45835. protected _reflectionFalloffDistance: number;
  45836. /**
  45837. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  45838. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  45839. */
  45840. reflectionFalloffDistance: number;
  45841. protected _reflectionAmount: number;
  45842. /**
  45843. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  45844. */
  45845. reflectionAmount: number;
  45846. protected _reflectionReflectance0: number;
  45847. /**
  45848. * This specifies the weight of the reflection at grazing angle.
  45849. */
  45850. reflectionReflectance0: number;
  45851. protected _reflectionReflectance90: number;
  45852. /**
  45853. * This specifies the weight of the reflection at a perpendicular point of view.
  45854. */
  45855. reflectionReflectance90: number;
  45856. /**
  45857. * Sets the reflection reflectance fresnel values according to the default standard
  45858. * empirically know to work well :-)
  45859. */
  45860. reflectionStandardFresnelWeight: number;
  45861. protected _useRGBColor: boolean;
  45862. /**
  45863. * Helps to directly use the maps channels instead of their level.
  45864. */
  45865. useRGBColor: boolean;
  45866. protected _enableNoise: boolean;
  45867. /**
  45868. * This helps reducing the banding effect that could occur on the background.
  45869. */
  45870. enableNoise: boolean;
  45871. /**
  45872. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  45873. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  45874. * Recommended to be keep at 1.0 except for special cases.
  45875. */
  45876. fovMultiplier: number;
  45877. private _fovMultiplier;
  45878. /**
  45879. * Enable the FOV adjustment feature controlled by fovMultiplier.
  45880. */
  45881. useEquirectangularFOV: boolean;
  45882. private _maxSimultaneousLights;
  45883. /**
  45884. * Number of Simultaneous lights allowed on the material.
  45885. */
  45886. maxSimultaneousLights: int;
  45887. /**
  45888. * Default configuration related to image processing available in the Background Material.
  45889. */
  45890. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  45891. /**
  45892. * Keep track of the image processing observer to allow dispose and replace.
  45893. */
  45894. private _imageProcessingObserver;
  45895. /**
  45896. * Attaches a new image processing configuration to the PBR Material.
  45897. * @param configuration (if null the scene configuration will be use)
  45898. */
  45899. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  45900. /**
  45901. * Gets the image processing configuration used either in this material.
  45902. */
  45903. /**
  45904. * Sets the Default image processing configuration used either in the this material.
  45905. *
  45906. * If sets to null, the scene one is in use.
  45907. */
  45908. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  45909. /**
  45910. * Gets wether the color curves effect is enabled.
  45911. */
  45912. /**
  45913. * Sets wether the color curves effect is enabled.
  45914. */
  45915. cameraColorCurvesEnabled: boolean;
  45916. /**
  45917. * Gets wether the color grading effect is enabled.
  45918. */
  45919. /**
  45920. * Gets wether the color grading effect is enabled.
  45921. */
  45922. cameraColorGradingEnabled: boolean;
  45923. /**
  45924. * Gets wether tonemapping is enabled or not.
  45925. */
  45926. /**
  45927. * Sets wether tonemapping is enabled or not
  45928. */
  45929. cameraToneMappingEnabled: boolean;
  45930. /**
  45931. * The camera exposure used on this material.
  45932. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  45933. * This corresponds to a photographic exposure.
  45934. */
  45935. /**
  45936. * The camera exposure used on this material.
  45937. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  45938. * This corresponds to a photographic exposure.
  45939. */
  45940. cameraExposure: float;
  45941. /**
  45942. * Gets The camera contrast used on this material.
  45943. */
  45944. /**
  45945. * Sets The camera contrast used on this material.
  45946. */
  45947. cameraContrast: float;
  45948. /**
  45949. * Gets the Color Grading 2D Lookup Texture.
  45950. */
  45951. /**
  45952. * Sets the Color Grading 2D Lookup Texture.
  45953. */
  45954. cameraColorGradingTexture: Nullable<BaseTexture>;
  45955. /**
  45956. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  45957. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  45958. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  45959. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  45960. */
  45961. /**
  45962. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  45963. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  45964. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  45965. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  45966. */
  45967. cameraColorCurves: Nullable<ColorCurves>;
  45968. /**
  45969. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  45970. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  45971. */
  45972. switchToBGR: boolean;
  45973. private _renderTargets;
  45974. private _reflectionControls;
  45975. private _white;
  45976. private _primaryShadowColor;
  45977. private _primaryHighlightColor;
  45978. /**
  45979. * Instantiates a Background Material in the given scene
  45980. * @param name The friendly name of the material
  45981. * @param scene The scene to add the material to
  45982. */
  45983. constructor(name: string, scene: Scene);
  45984. /**
  45985. * Gets a boolean indicating that current material needs to register RTT
  45986. */
  45987. readonly hasRenderTargetTextures: boolean;
  45988. /**
  45989. * The entire material has been created in order to prevent overdraw.
  45990. * @returns false
  45991. */
  45992. needAlphaTesting(): boolean;
  45993. /**
  45994. * The entire material has been created in order to prevent overdraw.
  45995. * @returns true if blending is enable
  45996. */
  45997. needAlphaBlending(): boolean;
  45998. /**
  45999. * Checks wether the material is ready to be rendered for a given mesh.
  46000. * @param mesh The mesh to render
  46001. * @param subMesh The submesh to check against
  46002. * @param useInstances Specify wether or not the material is used with instances
  46003. * @returns true if all the dependencies are ready (Textures, Effects...)
  46004. */
  46005. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46006. /**
  46007. * Compute the primary color according to the chosen perceptual color.
  46008. */
  46009. private _computePrimaryColorFromPerceptualColor;
  46010. /**
  46011. * Compute the highlights and shadow colors according to their chosen levels.
  46012. */
  46013. private _computePrimaryColors;
  46014. /**
  46015. * Build the uniform buffer used in the material.
  46016. */
  46017. buildUniformLayout(): void;
  46018. /**
  46019. * Unbind the material.
  46020. */
  46021. unbind(): void;
  46022. /**
  46023. * Bind only the world matrix to the material.
  46024. * @param world The world matrix to bind.
  46025. */
  46026. bindOnlyWorldMatrix(world: Matrix): void;
  46027. /**
  46028. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46029. * @param world The world matrix to bind.
  46030. * @param subMesh The submesh to bind for.
  46031. */
  46032. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46033. /**
  46034. * Checks to see if a texture is used in the material.
  46035. * @param texture - Base texture to use.
  46036. * @returns - Boolean specifying if a texture is used in the material.
  46037. */
  46038. hasTexture(texture: BaseTexture): boolean;
  46039. /**
  46040. * Dispose the material.
  46041. * @param forceDisposeEffect Force disposal of the associated effect.
  46042. * @param forceDisposeTextures Force disposal of the associated textures.
  46043. */
  46044. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46045. /**
  46046. * Clones the material.
  46047. * @param name The cloned name.
  46048. * @returns The cloned material.
  46049. */
  46050. clone(name: string): BackgroundMaterial;
  46051. /**
  46052. * Serializes the current material to its JSON representation.
  46053. * @returns The JSON representation.
  46054. */
  46055. serialize(): any;
  46056. /**
  46057. * Gets the class name of the material
  46058. * @returns "BackgroundMaterial"
  46059. */
  46060. getClassName(): string;
  46061. /**
  46062. * Parse a JSON input to create back a background material.
  46063. * @param source The JSON data to parse
  46064. * @param scene The scene to create the parsed material in
  46065. * @param rootUrl The root url of the assets the material depends upon
  46066. * @returns the instantiated BackgroundMaterial.
  46067. */
  46068. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46069. }
  46070. }
  46071. declare module BABYLON {
  46072. /**
  46073. * Represents the different options available during the creation of
  46074. * a Environment helper.
  46075. *
  46076. * This can control the default ground, skybox and image processing setup of your scene.
  46077. */
  46078. export interface IEnvironmentHelperOptions {
  46079. /**
  46080. * Specifies wether or not to create a ground.
  46081. * True by default.
  46082. */
  46083. createGround: boolean;
  46084. /**
  46085. * Specifies the ground size.
  46086. * 15 by default.
  46087. */
  46088. groundSize: number;
  46089. /**
  46090. * The texture used on the ground for the main color.
  46091. * Comes from the BabylonJS CDN by default.
  46092. *
  46093. * Remarks: Can be either a texture or a url.
  46094. */
  46095. groundTexture: string | BaseTexture;
  46096. /**
  46097. * The color mixed in the ground texture by default.
  46098. * BabylonJS clearColor by default.
  46099. */
  46100. groundColor: Color3;
  46101. /**
  46102. * Specifies the ground opacity.
  46103. * 1 by default.
  46104. */
  46105. groundOpacity: number;
  46106. /**
  46107. * Enables the ground to receive shadows.
  46108. * True by default.
  46109. */
  46110. enableGroundShadow: boolean;
  46111. /**
  46112. * Helps preventing the shadow to be fully black on the ground.
  46113. * 0.5 by default.
  46114. */
  46115. groundShadowLevel: number;
  46116. /**
  46117. * Creates a mirror texture attach to the ground.
  46118. * false by default.
  46119. */
  46120. enableGroundMirror: boolean;
  46121. /**
  46122. * Specifies the ground mirror size ratio.
  46123. * 0.3 by default as the default kernel is 64.
  46124. */
  46125. groundMirrorSizeRatio: number;
  46126. /**
  46127. * Specifies the ground mirror blur kernel size.
  46128. * 64 by default.
  46129. */
  46130. groundMirrorBlurKernel: number;
  46131. /**
  46132. * Specifies the ground mirror visibility amount.
  46133. * 1 by default
  46134. */
  46135. groundMirrorAmount: number;
  46136. /**
  46137. * Specifies the ground mirror reflectance weight.
  46138. * This uses the standard weight of the background material to setup the fresnel effect
  46139. * of the mirror.
  46140. * 1 by default.
  46141. */
  46142. groundMirrorFresnelWeight: number;
  46143. /**
  46144. * Specifies the ground mirror Falloff distance.
  46145. * This can helps reducing the size of the reflection.
  46146. * 0 by Default.
  46147. */
  46148. groundMirrorFallOffDistance: number;
  46149. /**
  46150. * Specifies the ground mirror texture type.
  46151. * Unsigned Int by Default.
  46152. */
  46153. groundMirrorTextureType: number;
  46154. /**
  46155. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46156. * the shown objects.
  46157. */
  46158. groundYBias: number;
  46159. /**
  46160. * Specifies wether or not to create a skybox.
  46161. * True by default.
  46162. */
  46163. createSkybox: boolean;
  46164. /**
  46165. * Specifies the skybox size.
  46166. * 20 by default.
  46167. */
  46168. skyboxSize: number;
  46169. /**
  46170. * The texture used on the skybox for the main color.
  46171. * Comes from the BabylonJS CDN by default.
  46172. *
  46173. * Remarks: Can be either a texture or a url.
  46174. */
  46175. skyboxTexture: string | BaseTexture;
  46176. /**
  46177. * The color mixed in the skybox texture by default.
  46178. * BabylonJS clearColor by default.
  46179. */
  46180. skyboxColor: Color3;
  46181. /**
  46182. * The background rotation around the Y axis of the scene.
  46183. * This helps aligning the key lights of your scene with the background.
  46184. * 0 by default.
  46185. */
  46186. backgroundYRotation: number;
  46187. /**
  46188. * Compute automatically the size of the elements to best fit with the scene.
  46189. */
  46190. sizeAuto: boolean;
  46191. /**
  46192. * Default position of the rootMesh if autoSize is not true.
  46193. */
  46194. rootPosition: Vector3;
  46195. /**
  46196. * Sets up the image processing in the scene.
  46197. * true by default.
  46198. */
  46199. setupImageProcessing: boolean;
  46200. /**
  46201. * The texture used as your environment texture in the scene.
  46202. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46203. *
  46204. * Remarks: Can be either a texture or a url.
  46205. */
  46206. environmentTexture: string | BaseTexture;
  46207. /**
  46208. * The value of the exposure to apply to the scene.
  46209. * 0.6 by default if setupImageProcessing is true.
  46210. */
  46211. cameraExposure: number;
  46212. /**
  46213. * The value of the contrast to apply to the scene.
  46214. * 1.6 by default if setupImageProcessing is true.
  46215. */
  46216. cameraContrast: number;
  46217. /**
  46218. * Specifies wether or not tonemapping should be enabled in the scene.
  46219. * true by default if setupImageProcessing is true.
  46220. */
  46221. toneMappingEnabled: boolean;
  46222. }
  46223. /**
  46224. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46225. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46226. * It also helps with the default setup of your imageProcessing configuration.
  46227. */
  46228. export class EnvironmentHelper {
  46229. /**
  46230. * Default ground texture URL.
  46231. */
  46232. private static _groundTextureCDNUrl;
  46233. /**
  46234. * Default skybox texture URL.
  46235. */
  46236. private static _skyboxTextureCDNUrl;
  46237. /**
  46238. * Default environment texture URL.
  46239. */
  46240. private static _environmentTextureCDNUrl;
  46241. /**
  46242. * Creates the default options for the helper.
  46243. */
  46244. private static _getDefaultOptions;
  46245. private _rootMesh;
  46246. /**
  46247. * Gets the root mesh created by the helper.
  46248. */
  46249. readonly rootMesh: Mesh;
  46250. private _skybox;
  46251. /**
  46252. * Gets the skybox created by the helper.
  46253. */
  46254. readonly skybox: Nullable<Mesh>;
  46255. private _skyboxTexture;
  46256. /**
  46257. * Gets the skybox texture created by the helper.
  46258. */
  46259. readonly skyboxTexture: Nullable<BaseTexture>;
  46260. private _skyboxMaterial;
  46261. /**
  46262. * Gets the skybox material created by the helper.
  46263. */
  46264. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46265. private _ground;
  46266. /**
  46267. * Gets the ground mesh created by the helper.
  46268. */
  46269. readonly ground: Nullable<Mesh>;
  46270. private _groundTexture;
  46271. /**
  46272. * Gets the ground texture created by the helper.
  46273. */
  46274. readonly groundTexture: Nullable<BaseTexture>;
  46275. private _groundMirror;
  46276. /**
  46277. * Gets the ground mirror created by the helper.
  46278. */
  46279. readonly groundMirror: Nullable<MirrorTexture>;
  46280. /**
  46281. * Gets the ground mirror render list to helps pushing the meshes
  46282. * you wish in the ground reflection.
  46283. */
  46284. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46285. private _groundMaterial;
  46286. /**
  46287. * Gets the ground material created by the helper.
  46288. */
  46289. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46290. /**
  46291. * Stores the creation options.
  46292. */
  46293. private readonly _scene;
  46294. private _options;
  46295. /**
  46296. * This observable will be notified with any error during the creation of the environment,
  46297. * mainly texture creation errors.
  46298. */
  46299. onErrorObservable: Observable<{
  46300. message?: string;
  46301. exception?: any;
  46302. }>;
  46303. /**
  46304. * constructor
  46305. * @param options Defines the options we want to customize the helper
  46306. * @param scene The scene to add the material to
  46307. */
  46308. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46309. /**
  46310. * Updates the background according to the new options
  46311. * @param options
  46312. */
  46313. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46314. /**
  46315. * Sets the primary color of all the available elements.
  46316. * @param color the main color to affect to the ground and the background
  46317. */
  46318. setMainColor(color: Color3): void;
  46319. /**
  46320. * Setup the image processing according to the specified options.
  46321. */
  46322. private _setupImageProcessing;
  46323. /**
  46324. * Setup the environment texture according to the specified options.
  46325. */
  46326. private _setupEnvironmentTexture;
  46327. /**
  46328. * Setup the background according to the specified options.
  46329. */
  46330. private _setupBackground;
  46331. /**
  46332. * Get the scene sizes according to the setup.
  46333. */
  46334. private _getSceneSize;
  46335. /**
  46336. * Setup the ground according to the specified options.
  46337. */
  46338. private _setupGround;
  46339. /**
  46340. * Setup the ground material according to the specified options.
  46341. */
  46342. private _setupGroundMaterial;
  46343. /**
  46344. * Setup the ground diffuse texture according to the specified options.
  46345. */
  46346. private _setupGroundDiffuseTexture;
  46347. /**
  46348. * Setup the ground mirror texture according to the specified options.
  46349. */
  46350. private _setupGroundMirrorTexture;
  46351. /**
  46352. * Setup the ground to receive the mirror texture.
  46353. */
  46354. private _setupMirrorInGroundMaterial;
  46355. /**
  46356. * Setup the skybox according to the specified options.
  46357. */
  46358. private _setupSkybox;
  46359. /**
  46360. * Setup the skybox material according to the specified options.
  46361. */
  46362. private _setupSkyboxMaterial;
  46363. /**
  46364. * Setup the skybox reflection texture according to the specified options.
  46365. */
  46366. private _setupSkyboxReflectionTexture;
  46367. private _errorHandler;
  46368. /**
  46369. * Dispose all the elements created by the Helper.
  46370. */
  46371. dispose(): void;
  46372. }
  46373. }
  46374. declare module BABYLON {
  46375. /**
  46376. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46377. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46378. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46379. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46380. */
  46381. export class PhotoDome extends TransformNode {
  46382. /**
  46383. * Define the image as a Monoscopic panoramic 360 image.
  46384. */
  46385. static readonly MODE_MONOSCOPIC: number;
  46386. /**
  46387. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46388. */
  46389. static readonly MODE_TOPBOTTOM: number;
  46390. /**
  46391. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46392. */
  46393. static readonly MODE_SIDEBYSIDE: number;
  46394. private _useDirectMapping;
  46395. /**
  46396. * The texture being displayed on the sphere
  46397. */
  46398. protected _photoTexture: Texture;
  46399. /**
  46400. * Gets or sets the texture being displayed on the sphere
  46401. */
  46402. photoTexture: Texture;
  46403. /**
  46404. * Observable raised when an error occured while loading the 360 image
  46405. */
  46406. onLoadErrorObservable: Observable<string>;
  46407. /**
  46408. * The skybox material
  46409. */
  46410. protected _material: BackgroundMaterial;
  46411. /**
  46412. * The surface used for the skybox
  46413. */
  46414. protected _mesh: Mesh;
  46415. /**
  46416. * Gets the mesh used for the skybox.
  46417. */
  46418. readonly mesh: Mesh;
  46419. /**
  46420. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46421. * Also see the options.resolution property.
  46422. */
  46423. fovMultiplier: number;
  46424. private _imageMode;
  46425. /**
  46426. * Gets or set the current video mode for the video. It can be:
  46427. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46428. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46429. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46430. */
  46431. imageMode: number;
  46432. /**
  46433. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46434. * @param name Element's name, child elements will append suffixes for their own names.
  46435. * @param urlsOfPhoto defines the url of the photo to display
  46436. * @param options defines an object containing optional or exposed sub element properties
  46437. * @param onError defines a callback called when an error occured while loading the texture
  46438. */
  46439. constructor(name: string, urlOfPhoto: string, options: {
  46440. resolution?: number;
  46441. size?: number;
  46442. useDirectMapping?: boolean;
  46443. faceForward?: boolean;
  46444. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46445. private _onBeforeCameraRenderObserver;
  46446. private _changeImageMode;
  46447. /**
  46448. * Releases resources associated with this node.
  46449. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46450. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46451. */
  46452. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46453. }
  46454. }
  46455. declare module BABYLON {
  46456. /**
  46457. * Class used to host RGBD texture specific utilities
  46458. */
  46459. export class RGBDTextureTools {
  46460. /**
  46461. * Expand the RGBD Texture from RGBD to Half Float if possible.
  46462. * @param texture the texture to expand.
  46463. */
  46464. static ExpandRGBDTexture(texture: Texture): void;
  46465. }
  46466. }
  46467. declare module BABYLON {
  46468. /**
  46469. * Class used to host texture specific utilities
  46470. */
  46471. export class BRDFTextureTools {
  46472. /**
  46473. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46474. * @param scene defines the hosting scene
  46475. * @returns the environment BRDF texture
  46476. */
  46477. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46478. private static _environmentBRDFBase64Texture;
  46479. }
  46480. }
  46481. declare module BABYLON {
  46482. /**
  46483. * @hidden
  46484. */
  46485. export interface IMaterialClearCoatDefines {
  46486. CLEARCOAT: boolean;
  46487. CLEARCOAT_DEFAULTIOR: boolean;
  46488. CLEARCOAT_TEXTURE: boolean;
  46489. CLEARCOAT_TEXTUREDIRECTUV: number;
  46490. CLEARCOAT_BUMP: boolean;
  46491. CLEARCOAT_BUMPDIRECTUV: number;
  46492. CLEARCOAT_TINT: boolean;
  46493. CLEARCOAT_TINT_TEXTURE: boolean;
  46494. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46495. /** @hidden */
  46496. _areTexturesDirty: boolean;
  46497. }
  46498. /**
  46499. * Define the code related to the clear coat parameters of the pbr material.
  46500. */
  46501. export class PBRClearCoatConfiguration {
  46502. /**
  46503. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46504. * The default fits with a polyurethane material.
  46505. */
  46506. private static readonly _DefaultIndexOfRefraction;
  46507. private _isEnabled;
  46508. /**
  46509. * Defines if the clear coat is enabled in the material.
  46510. */
  46511. isEnabled: boolean;
  46512. /**
  46513. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46514. */
  46515. intensity: number;
  46516. /**
  46517. * Defines the clear coat layer roughness.
  46518. */
  46519. roughness: number;
  46520. private _indexOfRefraction;
  46521. /**
  46522. * Defines the index of refraction of the clear coat.
  46523. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46524. * The default fits with a polyurethane material.
  46525. * Changing the default value is more performance intensive.
  46526. */
  46527. indexOfRefraction: number;
  46528. private _texture;
  46529. /**
  46530. * Stores the clear coat values in a texture.
  46531. */
  46532. texture: Nullable<BaseTexture>;
  46533. private _bumpTexture;
  46534. /**
  46535. * Define the clear coat specific bump texture.
  46536. */
  46537. bumpTexture: Nullable<BaseTexture>;
  46538. private _isTintEnabled;
  46539. /**
  46540. * Defines if the clear coat tint is enabled in the material.
  46541. */
  46542. isTintEnabled: boolean;
  46543. /**
  46544. * Defines the clear coat tint of the material.
  46545. * This is only use if tint is enabled
  46546. */
  46547. tintColor: Color3;
  46548. /**
  46549. * Defines the distance at which the tint color should be found in the
  46550. * clear coat media.
  46551. * This is only use if tint is enabled
  46552. */
  46553. tintColorAtDistance: number;
  46554. /**
  46555. * Defines the clear coat layer thickness.
  46556. * This is only use if tint is enabled
  46557. */
  46558. tintThickness: number;
  46559. private _tintTexture;
  46560. /**
  46561. * Stores the clear tint values in a texture.
  46562. * rgb is tint
  46563. * a is a thickness factor
  46564. */
  46565. tintTexture: Nullable<BaseTexture>;
  46566. /** @hidden */
  46567. private _internalMarkAllSubMeshesAsTexturesDirty;
  46568. /** @hidden */
  46569. _markAllSubMeshesAsTexturesDirty(): void;
  46570. /**
  46571. * Instantiate a new istance of clear coat configuration.
  46572. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46573. */
  46574. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46575. /**
  46576. * Gets wehter the submesh is ready to be used or not.
  46577. * @param defines the list of "defines" to update.
  46578. * @param scene defines the scene the material belongs to.
  46579. * @param engine defines the engine the material belongs to.
  46580. * @param disableBumpMap defines wether the material disables bump or not.
  46581. * @returns - boolean indicating that the submesh is ready or not.
  46582. */
  46583. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  46584. /**
  46585. * Checks to see if a texture is used in the material.
  46586. * @param defines the list of "defines" to update.
  46587. * @param scene defines the scene to the material belongs to.
  46588. */
  46589. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  46590. /**
  46591. * Binds the material data.
  46592. * @param uniformBuffer defines the Uniform buffer to fill in.
  46593. * @param scene defines the scene the material belongs to.
  46594. * @param engine defines the engine the material belongs to.
  46595. * @param disableBumpMap defines wether the material disables bump or not.
  46596. * @param isFrozen defines wether the material is frozen or not.
  46597. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46598. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46599. */
  46600. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  46601. /**
  46602. * Checks to see if a texture is used in the material.
  46603. * @param texture - Base texture to use.
  46604. * @returns - Boolean specifying if a texture is used in the material.
  46605. */
  46606. hasTexture(texture: BaseTexture): boolean;
  46607. /**
  46608. * Returns an array of the actively used textures.
  46609. * @param activeTextures Array of BaseTextures
  46610. */
  46611. getActiveTextures(activeTextures: BaseTexture[]): void;
  46612. /**
  46613. * Returns the animatable textures.
  46614. * @param animatables Array of animatable textures.
  46615. */
  46616. getAnimatables(animatables: IAnimatable[]): void;
  46617. /**
  46618. * Disposes the resources of the material.
  46619. * @param forceDisposeTextures - Forces the disposal of all textures.
  46620. */
  46621. dispose(forceDisposeTextures?: boolean): void;
  46622. /**
  46623. * Get the current class name of the texture useful for serialization or dynamic coding.
  46624. * @returns "PBRClearCoatConfiguration"
  46625. */
  46626. getClassName(): string;
  46627. /**
  46628. * Add fallbacks to the effect fallbacks list.
  46629. * @param defines defines the Base texture to use.
  46630. * @param fallbacks defines the current fallback list.
  46631. * @param currentRank defines the current fallback rank.
  46632. * @returns the new fallback rank.
  46633. */
  46634. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  46635. /**
  46636. * Add the required uniforms to the current list.
  46637. * @param uniforms defines the current uniform list.
  46638. */
  46639. static AddUniforms(uniforms: string[]): void;
  46640. /**
  46641. * Add the required samplers to the current list.
  46642. * @param samplers defines the current sampler list.
  46643. */
  46644. static AddSamplers(samplers: string[]): void;
  46645. /**
  46646. * Add the required uniforms to the current buffer.
  46647. * @param uniformBuffer defines the current uniform buffer.
  46648. */
  46649. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  46650. /**
  46651. * Makes a duplicate of the current configuration into another one.
  46652. * @param clearCoatConfiguration define the config where to copy the info
  46653. */
  46654. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  46655. /**
  46656. * Serializes this clear coat configuration.
  46657. * @returns - An object with the serialized config.
  46658. */
  46659. serialize(): any;
  46660. /**
  46661. * Parses a anisotropy Configuration from a serialized object.
  46662. * @param source - Serialized object.
  46663. * @param scene Defines the scene we are parsing for
  46664. * @param rootUrl Defines the rootUrl to load from
  46665. */
  46666. parse(source: any, scene: Scene, rootUrl: string): void;
  46667. }
  46668. }
  46669. declare module BABYLON {
  46670. /**
  46671. * @hidden
  46672. */
  46673. export interface IMaterialAnisotropicDefines {
  46674. ANISOTROPIC: boolean;
  46675. ANISOTROPIC_TEXTURE: boolean;
  46676. ANISOTROPIC_TEXTUREDIRECTUV: number;
  46677. MAINUV1: boolean;
  46678. _areTexturesDirty: boolean;
  46679. _needUVs: boolean;
  46680. }
  46681. /**
  46682. * Define the code related to the anisotropic parameters of the pbr material.
  46683. */
  46684. export class PBRAnisotropicConfiguration {
  46685. private _isEnabled;
  46686. /**
  46687. * Defines if the anisotropy is enabled in the material.
  46688. */
  46689. isEnabled: boolean;
  46690. /**
  46691. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  46692. */
  46693. intensity: number;
  46694. /**
  46695. * Defines if the effect is along the tangents, bitangents or in between.
  46696. * By default, the effect is "strectching" the highlights along the tangents.
  46697. */
  46698. direction: Vector2;
  46699. private _texture;
  46700. /**
  46701. * Stores the anisotropy values in a texture.
  46702. * rg is direction (like normal from -1 to 1)
  46703. * b is a intensity
  46704. */
  46705. texture: Nullable<BaseTexture>;
  46706. /** @hidden */
  46707. private _internalMarkAllSubMeshesAsTexturesDirty;
  46708. /** @hidden */
  46709. _markAllSubMeshesAsTexturesDirty(): void;
  46710. /**
  46711. * Instantiate a new istance of anisotropy configuration.
  46712. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46713. */
  46714. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46715. /**
  46716. * Specifies that the submesh is ready to be used.
  46717. * @param defines the list of "defines" to update.
  46718. * @param scene defines the scene the material belongs to.
  46719. * @returns - boolean indicating that the submesh is ready or not.
  46720. */
  46721. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  46722. /**
  46723. * Checks to see if a texture is used in the material.
  46724. * @param defines the list of "defines" to update.
  46725. * @param mesh the mesh we are preparing the defines for.
  46726. * @param scene defines the scene the material belongs to.
  46727. */
  46728. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  46729. /**
  46730. * Binds the material data.
  46731. * @param uniformBuffer defines the Uniform buffer to fill in.
  46732. * @param scene defines the scene the material belongs to.
  46733. * @param isFrozen defines wether the material is frozen or not.
  46734. */
  46735. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  46736. /**
  46737. * Checks to see if a texture is used in the material.
  46738. * @param texture - Base texture to use.
  46739. * @returns - Boolean specifying if a texture is used in the material.
  46740. */
  46741. hasTexture(texture: BaseTexture): boolean;
  46742. /**
  46743. * Returns an array of the actively used textures.
  46744. * @param activeTextures Array of BaseTextures
  46745. */
  46746. getActiveTextures(activeTextures: BaseTexture[]): void;
  46747. /**
  46748. * Returns the animatable textures.
  46749. * @param animatables Array of animatable textures.
  46750. */
  46751. getAnimatables(animatables: IAnimatable[]): void;
  46752. /**
  46753. * Disposes the resources of the material.
  46754. * @param forceDisposeTextures - Forces the disposal of all textures.
  46755. */
  46756. dispose(forceDisposeTextures?: boolean): void;
  46757. /**
  46758. * Get the current class name of the texture useful for serialization or dynamic coding.
  46759. * @returns "PBRAnisotropicConfiguration"
  46760. */
  46761. getClassName(): string;
  46762. /**
  46763. * Add fallbacks to the effect fallbacks list.
  46764. * @param defines defines the Base texture to use.
  46765. * @param fallbacks defines the current fallback list.
  46766. * @param currentRank defines the current fallback rank.
  46767. * @returns the new fallback rank.
  46768. */
  46769. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  46770. /**
  46771. * Add the required uniforms to the current list.
  46772. * @param uniforms defines the current uniform list.
  46773. */
  46774. static AddUniforms(uniforms: string[]): void;
  46775. /**
  46776. * Add the required uniforms to the current buffer.
  46777. * @param uniformBuffer defines the current uniform buffer.
  46778. */
  46779. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  46780. /**
  46781. * Add the required samplers to the current list.
  46782. * @param samplers defines the current sampler list.
  46783. */
  46784. static AddSamplers(samplers: string[]): void;
  46785. /**
  46786. * Makes a duplicate of the current configuration into another one.
  46787. * @param anisotropicConfiguration define the config where to copy the info
  46788. */
  46789. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  46790. /**
  46791. * Serializes this anisotropy configuration.
  46792. * @returns - An object with the serialized config.
  46793. */
  46794. serialize(): any;
  46795. /**
  46796. * Parses a anisotropy Configuration from a serialized object.
  46797. * @param source - Serialized object.
  46798. * @param scene Defines the scene we are parsing for
  46799. * @param rootUrl Defines the rootUrl to load from
  46800. */
  46801. parse(source: any, scene: Scene, rootUrl: string): void;
  46802. }
  46803. }
  46804. declare module BABYLON {
  46805. /**
  46806. * @hidden
  46807. */
  46808. export interface IMaterialBRDFDefines {
  46809. BRDF_V_HEIGHT_CORRELATED: boolean;
  46810. MS_BRDF_ENERGY_CONSERVATION: boolean;
  46811. SPHERICAL_HARMONICS: boolean;
  46812. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  46813. /** @hidden */
  46814. _areMiscDirty: boolean;
  46815. }
  46816. /**
  46817. * Define the code related to the BRDF parameters of the pbr material.
  46818. */
  46819. export class PBRBRDFConfiguration {
  46820. /**
  46821. * Default value used for the energy conservation.
  46822. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  46823. */
  46824. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  46825. /**
  46826. * Default value used for the Smith Visibility Height Correlated mode.
  46827. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  46828. */
  46829. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  46830. /**
  46831. * Default value used for the IBL diffuse part.
  46832. * This can help switching back to the polynomials mode globally which is a tiny bit
  46833. * less GPU intensive at the drawback of a lower quality.
  46834. */
  46835. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  46836. /**
  46837. * Default value used for activating energy conservation for the specular workflow.
  46838. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  46839. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  46840. */
  46841. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  46842. private _useEnergyConservation;
  46843. /**
  46844. * Defines if the material uses energy conservation.
  46845. */
  46846. useEnergyConservation: boolean;
  46847. private _useSmithVisibilityHeightCorrelated;
  46848. /**
  46849. * LEGACY Mode set to false
  46850. * Defines if the material uses height smith correlated visibility term.
  46851. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  46852. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  46853. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  46854. * Not relying on height correlated will also disable energy conservation.
  46855. */
  46856. useSmithVisibilityHeightCorrelated: boolean;
  46857. private _useSphericalHarmonics;
  46858. /**
  46859. * LEGACY Mode set to false
  46860. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  46861. * diffuse part of the IBL.
  46862. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  46863. * to the ground truth.
  46864. */
  46865. useSphericalHarmonics: boolean;
  46866. private _useSpecularGlossinessInputEnergyConservation;
  46867. /**
  46868. * Defines if the material uses energy conservation, when the specular workflow is active.
  46869. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  46870. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  46871. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  46872. */
  46873. useSpecularGlossinessInputEnergyConservation: boolean;
  46874. /** @hidden */
  46875. private _internalMarkAllSubMeshesAsMiscDirty;
  46876. /** @hidden */
  46877. _markAllSubMeshesAsMiscDirty(): void;
  46878. /**
  46879. * Instantiate a new istance of clear coat configuration.
  46880. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  46881. */
  46882. constructor(markAllSubMeshesAsMiscDirty: () => void);
  46883. /**
  46884. * Checks to see if a texture is used in the material.
  46885. * @param defines the list of "defines" to update.
  46886. */
  46887. prepareDefines(defines: IMaterialBRDFDefines): void;
  46888. /**
  46889. * Get the current class name of the texture useful for serialization or dynamic coding.
  46890. * @returns "PBRClearCoatConfiguration"
  46891. */
  46892. getClassName(): string;
  46893. /**
  46894. * Makes a duplicate of the current configuration into another one.
  46895. * @param brdfConfiguration define the config where to copy the info
  46896. */
  46897. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  46898. /**
  46899. * Serializes this BRDF configuration.
  46900. * @returns - An object with the serialized config.
  46901. */
  46902. serialize(): any;
  46903. /**
  46904. * Parses a anisotropy Configuration from a serialized object.
  46905. * @param source - Serialized object.
  46906. * @param scene Defines the scene we are parsing for
  46907. * @param rootUrl Defines the rootUrl to load from
  46908. */
  46909. parse(source: any, scene: Scene, rootUrl: string): void;
  46910. }
  46911. }
  46912. declare module BABYLON {
  46913. /**
  46914. * @hidden
  46915. */
  46916. export interface IMaterialSheenDefines {
  46917. SHEEN: boolean;
  46918. SHEEN_TEXTURE: boolean;
  46919. SHEEN_TEXTUREDIRECTUV: number;
  46920. SHEEN_LINKWITHALBEDO: boolean;
  46921. /** @hidden */
  46922. _areTexturesDirty: boolean;
  46923. }
  46924. /**
  46925. * Define the code related to the Sheen parameters of the pbr material.
  46926. */
  46927. export class PBRSheenConfiguration {
  46928. private _isEnabled;
  46929. /**
  46930. * Defines if the material uses sheen.
  46931. */
  46932. isEnabled: boolean;
  46933. private _linkSheenWithAlbedo;
  46934. /**
  46935. * Defines if the sheen is linked to the sheen color.
  46936. */
  46937. linkSheenWithAlbedo: boolean;
  46938. /**
  46939. * Defines the sheen intensity.
  46940. */
  46941. intensity: number;
  46942. /**
  46943. * Defines the sheen color.
  46944. */
  46945. color: Color3;
  46946. private _texture;
  46947. /**
  46948. * Stores the sheen tint values in a texture.
  46949. * rgb is tint
  46950. * a is a intensity
  46951. */
  46952. texture: Nullable<BaseTexture>;
  46953. /** @hidden */
  46954. private _internalMarkAllSubMeshesAsTexturesDirty;
  46955. /** @hidden */
  46956. _markAllSubMeshesAsTexturesDirty(): void;
  46957. /**
  46958. * Instantiate a new istance of clear coat configuration.
  46959. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46960. */
  46961. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46962. /**
  46963. * Specifies that the submesh is ready to be used.
  46964. * @param defines the list of "defines" to update.
  46965. * @param scene defines the scene the material belongs to.
  46966. * @returns - boolean indicating that the submesh is ready or not.
  46967. */
  46968. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  46969. /**
  46970. * Checks to see if a texture is used in the material.
  46971. * @param defines the list of "defines" to update.
  46972. * @param scene defines the scene the material belongs to.
  46973. */
  46974. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  46975. /**
  46976. * Binds the material data.
  46977. * @param uniformBuffer defines the Uniform buffer to fill in.
  46978. * @param scene defines the scene the material belongs to.
  46979. * @param isFrozen defines wether the material is frozen or not.
  46980. */
  46981. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  46982. /**
  46983. * Checks to see if a texture is used in the material.
  46984. * @param texture - Base texture to use.
  46985. * @returns - Boolean specifying if a texture is used in the material.
  46986. */
  46987. hasTexture(texture: BaseTexture): boolean;
  46988. /**
  46989. * Returns an array of the actively used textures.
  46990. * @param activeTextures Array of BaseTextures
  46991. */
  46992. getActiveTextures(activeTextures: BaseTexture[]): void;
  46993. /**
  46994. * Returns the animatable textures.
  46995. * @param animatables Array of animatable textures.
  46996. */
  46997. getAnimatables(animatables: IAnimatable[]): void;
  46998. /**
  46999. * Disposes the resources of the material.
  47000. * @param forceDisposeTextures - Forces the disposal of all textures.
  47001. */
  47002. dispose(forceDisposeTextures?: boolean): void;
  47003. /**
  47004. * Get the current class name of the texture useful for serialization or dynamic coding.
  47005. * @returns "PBRSheenConfiguration"
  47006. */
  47007. getClassName(): string;
  47008. /**
  47009. * Add fallbacks to the effect fallbacks list.
  47010. * @param defines defines the Base texture to use.
  47011. * @param fallbacks defines the current fallback list.
  47012. * @param currentRank defines the current fallback rank.
  47013. * @returns the new fallback rank.
  47014. */
  47015. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47016. /**
  47017. * Add the required uniforms to the current list.
  47018. * @param uniforms defines the current uniform list.
  47019. */
  47020. static AddUniforms(uniforms: string[]): void;
  47021. /**
  47022. * Add the required uniforms to the current buffer.
  47023. * @param uniformBuffer defines the current uniform buffer.
  47024. */
  47025. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47026. /**
  47027. * Add the required samplers to the current list.
  47028. * @param samplers defines the current sampler list.
  47029. */
  47030. static AddSamplers(samplers: string[]): void;
  47031. /**
  47032. * Makes a duplicate of the current configuration into another one.
  47033. * @param sheenConfiguration define the config where to copy the info
  47034. */
  47035. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47036. /**
  47037. * Serializes this BRDF configuration.
  47038. * @returns - An object with the serialized config.
  47039. */
  47040. serialize(): any;
  47041. /**
  47042. * Parses a anisotropy Configuration from a serialized object.
  47043. * @param source - Serialized object.
  47044. * @param scene Defines the scene we are parsing for
  47045. * @param rootUrl Defines the rootUrl to load from
  47046. */
  47047. parse(source: any, scene: Scene, rootUrl: string): void;
  47048. }
  47049. }
  47050. declare module BABYLON {
  47051. /**
  47052. * @hidden
  47053. */
  47054. export interface IMaterialSubSurfaceDefines {
  47055. SUBSURFACE: boolean;
  47056. SS_REFRACTION: boolean;
  47057. SS_TRANSLUCENCY: boolean;
  47058. SS_SCATERRING: boolean;
  47059. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47060. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47061. SS_REFRACTIONMAP_3D: boolean;
  47062. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47063. SS_LODINREFRACTIONALPHA: boolean;
  47064. SS_GAMMAREFRACTION: boolean;
  47065. SS_RGBDREFRACTION: boolean;
  47066. SS_LINEARSPECULARREFRACTION: boolean;
  47067. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47068. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47069. /** @hidden */
  47070. _areTexturesDirty: boolean;
  47071. }
  47072. /**
  47073. * Define the code related to the sub surface parameters of the pbr material.
  47074. */
  47075. export class PBRSubSurfaceConfiguration {
  47076. private _isRefractionEnabled;
  47077. /**
  47078. * Defines if the refraction is enabled in the material.
  47079. */
  47080. isRefractionEnabled: boolean;
  47081. private _isTranslucencyEnabled;
  47082. /**
  47083. * Defines if the translucency is enabled in the material.
  47084. */
  47085. isTranslucencyEnabled: boolean;
  47086. private _isScatteringEnabled;
  47087. /**
  47088. * Defines the refraction intensity of the material.
  47089. * The refraction when enabled replaces the Diffuse part of the material.
  47090. * The intensity helps transitionning between diffuse and refraction.
  47091. */
  47092. refractionIntensity: number;
  47093. /**
  47094. * Defines the translucency intensity of the material.
  47095. * When translucency has been enabled, this defines how much of the "translucency"
  47096. * is addded to the diffuse part of the material.
  47097. */
  47098. translucencyIntensity: number;
  47099. /**
  47100. * Defines the scattering intensity of the material.
  47101. * When scattering has been enabled, this defines how much of the "scattered light"
  47102. * is addded to the diffuse part of the material.
  47103. */
  47104. scatteringIntensity: number;
  47105. private _thicknessTexture;
  47106. /**
  47107. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47108. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47109. * 0 would mean minimumThickness
  47110. * 1 would mean maximumThickness
  47111. * The other channels might be use as a mask to vary the different effects intensity.
  47112. */
  47113. thicknessTexture: Nullable<BaseTexture>;
  47114. private _refractionTexture;
  47115. /**
  47116. * Defines the texture to use for refraction.
  47117. */
  47118. refractionTexture: Nullable<BaseTexture>;
  47119. private _indexOfRefraction;
  47120. /**
  47121. * Defines the index of refraction used in the material.
  47122. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47123. */
  47124. indexOfRefraction: number;
  47125. private _invertRefractionY;
  47126. /**
  47127. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47128. */
  47129. invertRefractionY: boolean;
  47130. private _linkRefractionWithTransparency;
  47131. /**
  47132. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47133. * Materials half opaque for instance using refraction could benefit from this control.
  47134. */
  47135. linkRefractionWithTransparency: boolean;
  47136. /**
  47137. * Defines the minimum thickness stored in the thickness map.
  47138. * If no thickness map is defined, this value will be used to simulate thickness.
  47139. */
  47140. minimumThickness: number;
  47141. /**
  47142. * Defines the maximum thickness stored in the thickness map.
  47143. */
  47144. maximumThickness: number;
  47145. /**
  47146. * Defines the volume tint of the material.
  47147. * This is used for both translucency and scattering.
  47148. */
  47149. tintColor: Color3;
  47150. /**
  47151. * Defines the distance at which the tint color should be found in the media.
  47152. * This is used for refraction only.
  47153. */
  47154. tintColorAtDistance: number;
  47155. /**
  47156. * Defines how far each channel transmit through the media.
  47157. * It is defined as a color to simplify it selection.
  47158. */
  47159. diffusionDistance: Color3;
  47160. private _useMaskFromThicknessTexture;
  47161. /**
  47162. * Stores the intensity of the different subsurface effects in the thickness texture.
  47163. * * the green channel is the translucency intensity.
  47164. * * the blue channel is the scattering intensity.
  47165. * * the alpha channel is the refraction intensity.
  47166. */
  47167. useMaskFromThicknessTexture: boolean;
  47168. /** @hidden */
  47169. private _internalMarkAllSubMeshesAsTexturesDirty;
  47170. /** @hidden */
  47171. _markAllSubMeshesAsTexturesDirty(): void;
  47172. /**
  47173. * Instantiate a new istance of sub surface configuration.
  47174. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47175. */
  47176. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47177. /**
  47178. * Gets wehter the submesh is ready to be used or not.
  47179. * @param defines the list of "defines" to update.
  47180. * @param scene defines the scene the material belongs to.
  47181. * @returns - boolean indicating that the submesh is ready or not.
  47182. */
  47183. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47184. /**
  47185. * Checks to see if a texture is used in the material.
  47186. * @param defines the list of "defines" to update.
  47187. * @param scene defines the scene to the material belongs to.
  47188. */
  47189. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47190. /**
  47191. * Binds the material data.
  47192. * @param uniformBuffer defines the Uniform buffer to fill in.
  47193. * @param scene defines the scene the material belongs to.
  47194. * @param engine defines the engine the material belongs to.
  47195. * @param isFrozen defines wether the material is frozen or not.
  47196. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47197. */
  47198. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47199. /**
  47200. * Unbinds the material from the mesh.
  47201. * @param activeEffect defines the effect that should be unbound from.
  47202. * @returns true if unbound, otherwise false
  47203. */
  47204. unbind(activeEffect: Effect): boolean;
  47205. /**
  47206. * Returns the texture used for refraction or null if none is used.
  47207. * @param scene defines the scene the material belongs to.
  47208. * @returns - Refraction texture if present. If no refraction texture and refraction
  47209. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47210. */
  47211. private _getRefractionTexture;
  47212. /**
  47213. * Returns true if alpha blending should be disabled.
  47214. */
  47215. readonly disableAlphaBlending: boolean;
  47216. /**
  47217. * Fills the list of render target textures.
  47218. * @param renderTargets the list of render targets to update
  47219. */
  47220. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47221. /**
  47222. * Checks to see if a texture is used in the material.
  47223. * @param texture - Base texture to use.
  47224. * @returns - Boolean specifying if a texture is used in the material.
  47225. */
  47226. hasTexture(texture: BaseTexture): boolean;
  47227. /**
  47228. * Gets a boolean indicating that current material needs to register RTT
  47229. * @returns true if this uses a render target otherwise false.
  47230. */
  47231. hasRenderTargetTextures(): boolean;
  47232. /**
  47233. * Returns an array of the actively used textures.
  47234. * @param activeTextures Array of BaseTextures
  47235. */
  47236. getActiveTextures(activeTextures: BaseTexture[]): void;
  47237. /**
  47238. * Returns the animatable textures.
  47239. * @param animatables Array of animatable textures.
  47240. */
  47241. getAnimatables(animatables: IAnimatable[]): void;
  47242. /**
  47243. * Disposes the resources of the material.
  47244. * @param forceDisposeTextures - Forces the disposal of all textures.
  47245. */
  47246. dispose(forceDisposeTextures?: boolean): void;
  47247. /**
  47248. * Get the current class name of the texture useful for serialization or dynamic coding.
  47249. * @returns "PBRSubSurfaceConfiguration"
  47250. */
  47251. getClassName(): string;
  47252. /**
  47253. * Add fallbacks to the effect fallbacks list.
  47254. * @param defines defines the Base texture to use.
  47255. * @param fallbacks defines the current fallback list.
  47256. * @param currentRank defines the current fallback rank.
  47257. * @returns the new fallback rank.
  47258. */
  47259. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47260. /**
  47261. * Add the required uniforms to the current list.
  47262. * @param uniforms defines the current uniform list.
  47263. */
  47264. static AddUniforms(uniforms: string[]): void;
  47265. /**
  47266. * Add the required samplers to the current list.
  47267. * @param samplers defines the current sampler list.
  47268. */
  47269. static AddSamplers(samplers: string[]): void;
  47270. /**
  47271. * Add the required uniforms to the current buffer.
  47272. * @param uniformBuffer defines the current uniform buffer.
  47273. */
  47274. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47275. /**
  47276. * Makes a duplicate of the current configuration into another one.
  47277. * @param configuration define the config where to copy the info
  47278. */
  47279. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47280. /**
  47281. * Serializes this Sub Surface configuration.
  47282. * @returns - An object with the serialized config.
  47283. */
  47284. serialize(): any;
  47285. /**
  47286. * Parses a anisotropy Configuration from a serialized object.
  47287. * @param source - Serialized object.
  47288. * @param scene Defines the scene we are parsing for
  47289. * @param rootUrl Defines the rootUrl to load from
  47290. */
  47291. parse(source: any, scene: Scene, rootUrl: string): void;
  47292. }
  47293. }
  47294. declare module BABYLON {
  47295. /** @hidden */
  47296. export var pbrFragmentDeclaration: {
  47297. name: string;
  47298. shader: string;
  47299. };
  47300. }
  47301. declare module BABYLON {
  47302. /** @hidden */
  47303. export var pbrUboDeclaration: {
  47304. name: string;
  47305. shader: string;
  47306. };
  47307. }
  47308. declare module BABYLON {
  47309. /** @hidden */
  47310. export var pbrFragmentExtraDeclaration: {
  47311. name: string;
  47312. shader: string;
  47313. };
  47314. }
  47315. declare module BABYLON {
  47316. /** @hidden */
  47317. export var pbrFragmentSamplersDeclaration: {
  47318. name: string;
  47319. shader: string;
  47320. };
  47321. }
  47322. declare module BABYLON {
  47323. /** @hidden */
  47324. export var pbrHelperFunctions: {
  47325. name: string;
  47326. shader: string;
  47327. };
  47328. }
  47329. declare module BABYLON {
  47330. /** @hidden */
  47331. export var harmonicsFunctions: {
  47332. name: string;
  47333. shader: string;
  47334. };
  47335. }
  47336. declare module BABYLON {
  47337. /** @hidden */
  47338. export var pbrDirectLightingSetupFunctions: {
  47339. name: string;
  47340. shader: string;
  47341. };
  47342. }
  47343. declare module BABYLON {
  47344. /** @hidden */
  47345. export var pbrDirectLightingFalloffFunctions: {
  47346. name: string;
  47347. shader: string;
  47348. };
  47349. }
  47350. declare module BABYLON {
  47351. /** @hidden */
  47352. export var pbrBRDFFunctions: {
  47353. name: string;
  47354. shader: string;
  47355. };
  47356. }
  47357. declare module BABYLON {
  47358. /** @hidden */
  47359. export var pbrDirectLightingFunctions: {
  47360. name: string;
  47361. shader: string;
  47362. };
  47363. }
  47364. declare module BABYLON {
  47365. /** @hidden */
  47366. export var pbrIBLFunctions: {
  47367. name: string;
  47368. shader: string;
  47369. };
  47370. }
  47371. declare module BABYLON {
  47372. /** @hidden */
  47373. export var pbrDebug: {
  47374. name: string;
  47375. shader: string;
  47376. };
  47377. }
  47378. declare module BABYLON {
  47379. /** @hidden */
  47380. export var pbrPixelShader: {
  47381. name: string;
  47382. shader: string;
  47383. };
  47384. }
  47385. declare module BABYLON {
  47386. /** @hidden */
  47387. export var pbrVertexDeclaration: {
  47388. name: string;
  47389. shader: string;
  47390. };
  47391. }
  47392. declare module BABYLON {
  47393. /** @hidden */
  47394. export var pbrVertexShader: {
  47395. name: string;
  47396. shader: string;
  47397. };
  47398. }
  47399. declare module BABYLON {
  47400. /**
  47401. * Manages the defines for the PBR Material.
  47402. * @hidden
  47403. */
  47404. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47405. PBR: boolean;
  47406. MAINUV1: boolean;
  47407. MAINUV2: boolean;
  47408. UV1: boolean;
  47409. UV2: boolean;
  47410. ALBEDO: boolean;
  47411. ALBEDODIRECTUV: number;
  47412. VERTEXCOLOR: boolean;
  47413. AMBIENT: boolean;
  47414. AMBIENTDIRECTUV: number;
  47415. AMBIENTINGRAYSCALE: boolean;
  47416. OPACITY: boolean;
  47417. VERTEXALPHA: boolean;
  47418. OPACITYDIRECTUV: number;
  47419. OPACITYRGB: boolean;
  47420. ALPHATEST: boolean;
  47421. DEPTHPREPASS: boolean;
  47422. ALPHABLEND: boolean;
  47423. ALPHAFROMALBEDO: boolean;
  47424. ALPHATESTVALUE: string;
  47425. SPECULAROVERALPHA: boolean;
  47426. RADIANCEOVERALPHA: boolean;
  47427. ALPHAFRESNEL: boolean;
  47428. LINEARALPHAFRESNEL: boolean;
  47429. PREMULTIPLYALPHA: boolean;
  47430. EMISSIVE: boolean;
  47431. EMISSIVEDIRECTUV: number;
  47432. REFLECTIVITY: boolean;
  47433. REFLECTIVITYDIRECTUV: number;
  47434. SPECULARTERM: boolean;
  47435. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47436. MICROSURFACEAUTOMATIC: boolean;
  47437. LODBASEDMICROSFURACE: boolean;
  47438. MICROSURFACEMAP: boolean;
  47439. MICROSURFACEMAPDIRECTUV: number;
  47440. METALLICWORKFLOW: boolean;
  47441. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  47442. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  47443. METALLNESSSTOREINMETALMAPBLUE: boolean;
  47444. AOSTOREINMETALMAPRED: boolean;
  47445. ENVIRONMENTBRDF: boolean;
  47446. ENVIRONMENTBRDF_RGBD: boolean;
  47447. NORMAL: boolean;
  47448. TANGENT: boolean;
  47449. BUMP: boolean;
  47450. BUMPDIRECTUV: number;
  47451. OBJECTSPACE_NORMALMAP: boolean;
  47452. PARALLAX: boolean;
  47453. PARALLAXOCCLUSION: boolean;
  47454. NORMALXYSCALE: boolean;
  47455. LIGHTMAP: boolean;
  47456. LIGHTMAPDIRECTUV: number;
  47457. USELIGHTMAPASSHADOWMAP: boolean;
  47458. GAMMALIGHTMAP: boolean;
  47459. RGBDLIGHTMAP: boolean;
  47460. REFLECTION: boolean;
  47461. REFLECTIONMAP_3D: boolean;
  47462. REFLECTIONMAP_SPHERICAL: boolean;
  47463. REFLECTIONMAP_PLANAR: boolean;
  47464. REFLECTIONMAP_CUBIC: boolean;
  47465. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  47466. REFLECTIONMAP_PROJECTION: boolean;
  47467. REFLECTIONMAP_SKYBOX: boolean;
  47468. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  47469. REFLECTIONMAP_EXPLICIT: boolean;
  47470. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  47471. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  47472. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  47473. INVERTCUBICMAP: boolean;
  47474. USESPHERICALFROMREFLECTIONMAP: boolean;
  47475. USEIRRADIANCEMAP: boolean;
  47476. SPHERICAL_HARMONICS: boolean;
  47477. USESPHERICALINVERTEX: boolean;
  47478. REFLECTIONMAP_OPPOSITEZ: boolean;
  47479. LODINREFLECTIONALPHA: boolean;
  47480. GAMMAREFLECTION: boolean;
  47481. RGBDREFLECTION: boolean;
  47482. LINEARSPECULARREFLECTION: boolean;
  47483. RADIANCEOCCLUSION: boolean;
  47484. HORIZONOCCLUSION: boolean;
  47485. INSTANCES: boolean;
  47486. NUM_BONE_INFLUENCERS: number;
  47487. BonesPerMesh: number;
  47488. BONETEXTURE: boolean;
  47489. NONUNIFORMSCALING: boolean;
  47490. MORPHTARGETS: boolean;
  47491. MORPHTARGETS_NORMAL: boolean;
  47492. MORPHTARGETS_TANGENT: boolean;
  47493. MORPHTARGETS_UV: boolean;
  47494. NUM_MORPH_INFLUENCERS: number;
  47495. IMAGEPROCESSING: boolean;
  47496. VIGNETTE: boolean;
  47497. VIGNETTEBLENDMODEMULTIPLY: boolean;
  47498. VIGNETTEBLENDMODEOPAQUE: boolean;
  47499. TONEMAPPING: boolean;
  47500. TONEMAPPING_ACES: boolean;
  47501. CONTRAST: boolean;
  47502. COLORCURVES: boolean;
  47503. COLORGRADING: boolean;
  47504. COLORGRADING3D: boolean;
  47505. SAMPLER3DGREENDEPTH: boolean;
  47506. SAMPLER3DBGRMAP: boolean;
  47507. IMAGEPROCESSINGPOSTPROCESS: boolean;
  47508. EXPOSURE: boolean;
  47509. MULTIVIEW: boolean;
  47510. USEPHYSICALLIGHTFALLOFF: boolean;
  47511. USEGLTFLIGHTFALLOFF: boolean;
  47512. TWOSIDEDLIGHTING: boolean;
  47513. SHADOWFLOAT: boolean;
  47514. CLIPPLANE: boolean;
  47515. CLIPPLANE2: boolean;
  47516. CLIPPLANE3: boolean;
  47517. CLIPPLANE4: boolean;
  47518. POINTSIZE: boolean;
  47519. FOG: boolean;
  47520. LOGARITHMICDEPTH: boolean;
  47521. FORCENORMALFORWARD: boolean;
  47522. SPECULARAA: boolean;
  47523. CLEARCOAT: boolean;
  47524. CLEARCOAT_DEFAULTIOR: boolean;
  47525. CLEARCOAT_TEXTURE: boolean;
  47526. CLEARCOAT_TEXTUREDIRECTUV: number;
  47527. CLEARCOAT_BUMP: boolean;
  47528. CLEARCOAT_BUMPDIRECTUV: number;
  47529. CLEARCOAT_TINT: boolean;
  47530. CLEARCOAT_TINT_TEXTURE: boolean;
  47531. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47532. ANISOTROPIC: boolean;
  47533. ANISOTROPIC_TEXTURE: boolean;
  47534. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47535. BRDF_V_HEIGHT_CORRELATED: boolean;
  47536. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47537. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  47538. SHEEN: boolean;
  47539. SHEEN_TEXTURE: boolean;
  47540. SHEEN_TEXTUREDIRECTUV: number;
  47541. SHEEN_LINKWITHALBEDO: boolean;
  47542. SUBSURFACE: boolean;
  47543. SS_REFRACTION: boolean;
  47544. SS_TRANSLUCENCY: boolean;
  47545. SS_SCATERRING: boolean;
  47546. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47547. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47548. SS_REFRACTIONMAP_3D: boolean;
  47549. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47550. SS_LODINREFRACTIONALPHA: boolean;
  47551. SS_GAMMAREFRACTION: boolean;
  47552. SS_RGBDREFRACTION: boolean;
  47553. SS_LINEARSPECULARREFRACTION: boolean;
  47554. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47555. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47556. UNLIT: boolean;
  47557. DEBUGMODE: number;
  47558. /**
  47559. * Initializes the PBR Material defines.
  47560. */
  47561. constructor();
  47562. /**
  47563. * Resets the PBR Material defines.
  47564. */
  47565. reset(): void;
  47566. }
  47567. /**
  47568. * The Physically based material base class of BJS.
  47569. *
  47570. * This offers the main features of a standard PBR material.
  47571. * For more information, please refer to the documentation :
  47572. * https://doc.babylonjs.com/how_to/physically_based_rendering
  47573. */
  47574. export abstract class PBRBaseMaterial extends PushMaterial {
  47575. /**
  47576. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47577. */
  47578. static readonly PBRMATERIAL_OPAQUE: number;
  47579. /**
  47580. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47581. */
  47582. static readonly PBRMATERIAL_ALPHATEST: number;
  47583. /**
  47584. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47585. */
  47586. static readonly PBRMATERIAL_ALPHABLEND: number;
  47587. /**
  47588. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47589. * They are also discarded below the alpha cutoff threshold to improve performances.
  47590. */
  47591. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  47592. /**
  47593. * Defines the default value of how much AO map is occluding the analytical lights
  47594. * (point spot...).
  47595. */
  47596. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  47597. /**
  47598. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47599. */
  47600. static readonly LIGHTFALLOFF_PHYSICAL: number;
  47601. /**
  47602. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47603. * to enhance interoperability with other engines.
  47604. */
  47605. static readonly LIGHTFALLOFF_GLTF: number;
  47606. /**
  47607. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47608. * to enhance interoperability with other materials.
  47609. */
  47610. static readonly LIGHTFALLOFF_STANDARD: number;
  47611. /**
  47612. * Intensity of the direct lights e.g. the four lights available in your scene.
  47613. * This impacts both the direct diffuse and specular highlights.
  47614. */
  47615. protected _directIntensity: number;
  47616. /**
  47617. * Intensity of the emissive part of the material.
  47618. * This helps controlling the emissive effect without modifying the emissive color.
  47619. */
  47620. protected _emissiveIntensity: number;
  47621. /**
  47622. * Intensity of the environment e.g. how much the environment will light the object
  47623. * either through harmonics for rough material or through the refelction for shiny ones.
  47624. */
  47625. protected _environmentIntensity: number;
  47626. /**
  47627. * This is a special control allowing the reduction of the specular highlights coming from the
  47628. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47629. */
  47630. protected _specularIntensity: number;
  47631. /**
  47632. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  47633. */
  47634. private _lightingInfos;
  47635. /**
  47636. * Debug Control allowing disabling the bump map on this material.
  47637. */
  47638. protected _disableBumpMap: boolean;
  47639. /**
  47640. * AKA Diffuse Texture in standard nomenclature.
  47641. */
  47642. protected _albedoTexture: Nullable<BaseTexture>;
  47643. /**
  47644. * AKA Occlusion Texture in other nomenclature.
  47645. */
  47646. protected _ambientTexture: Nullable<BaseTexture>;
  47647. /**
  47648. * AKA Occlusion Texture Intensity in other nomenclature.
  47649. */
  47650. protected _ambientTextureStrength: number;
  47651. /**
  47652. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47653. * 1 means it completely occludes it
  47654. * 0 mean it has no impact
  47655. */
  47656. protected _ambientTextureImpactOnAnalyticalLights: number;
  47657. /**
  47658. * Stores the alpha values in a texture.
  47659. */
  47660. protected _opacityTexture: Nullable<BaseTexture>;
  47661. /**
  47662. * Stores the reflection values in a texture.
  47663. */
  47664. protected _reflectionTexture: Nullable<BaseTexture>;
  47665. /**
  47666. * Stores the emissive values in a texture.
  47667. */
  47668. protected _emissiveTexture: Nullable<BaseTexture>;
  47669. /**
  47670. * AKA Specular texture in other nomenclature.
  47671. */
  47672. protected _reflectivityTexture: Nullable<BaseTexture>;
  47673. /**
  47674. * Used to switch from specular/glossiness to metallic/roughness workflow.
  47675. */
  47676. protected _metallicTexture: Nullable<BaseTexture>;
  47677. /**
  47678. * Specifies the metallic scalar of the metallic/roughness workflow.
  47679. * Can also be used to scale the metalness values of the metallic texture.
  47680. */
  47681. protected _metallic: Nullable<number>;
  47682. /**
  47683. * Specifies the roughness scalar of the metallic/roughness workflow.
  47684. * Can also be used to scale the roughness values of the metallic texture.
  47685. */
  47686. protected _roughness: Nullable<number>;
  47687. /**
  47688. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  47689. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  47690. */
  47691. protected _microSurfaceTexture: Nullable<BaseTexture>;
  47692. /**
  47693. * Stores surface normal data used to displace a mesh in a texture.
  47694. */
  47695. protected _bumpTexture: Nullable<BaseTexture>;
  47696. /**
  47697. * Stores the pre-calculated light information of a mesh in a texture.
  47698. */
  47699. protected _lightmapTexture: Nullable<BaseTexture>;
  47700. /**
  47701. * The color of a material in ambient lighting.
  47702. */
  47703. protected _ambientColor: Color3;
  47704. /**
  47705. * AKA Diffuse Color in other nomenclature.
  47706. */
  47707. protected _albedoColor: Color3;
  47708. /**
  47709. * AKA Specular Color in other nomenclature.
  47710. */
  47711. protected _reflectivityColor: Color3;
  47712. /**
  47713. * The color applied when light is reflected from a material.
  47714. */
  47715. protected _reflectionColor: Color3;
  47716. /**
  47717. * The color applied when light is emitted from a material.
  47718. */
  47719. protected _emissiveColor: Color3;
  47720. /**
  47721. * AKA Glossiness in other nomenclature.
  47722. */
  47723. protected _microSurface: number;
  47724. /**
  47725. * Specifies that the material will use the light map as a show map.
  47726. */
  47727. protected _useLightmapAsShadowmap: boolean;
  47728. /**
  47729. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47730. * makes the reflect vector face the model (under horizon).
  47731. */
  47732. protected _useHorizonOcclusion: boolean;
  47733. /**
  47734. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47735. * too much the area relying on ambient texture to define their ambient occlusion.
  47736. */
  47737. protected _useRadianceOcclusion: boolean;
  47738. /**
  47739. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47740. */
  47741. protected _useAlphaFromAlbedoTexture: boolean;
  47742. /**
  47743. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  47744. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47745. */
  47746. protected _useSpecularOverAlpha: boolean;
  47747. /**
  47748. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47749. */
  47750. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  47751. /**
  47752. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47753. */
  47754. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  47755. /**
  47756. * Specifies if the metallic texture contains the roughness information in its green channel.
  47757. */
  47758. protected _useRoughnessFromMetallicTextureGreen: boolean;
  47759. /**
  47760. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47761. */
  47762. protected _useMetallnessFromMetallicTextureBlue: boolean;
  47763. /**
  47764. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47765. */
  47766. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  47767. /**
  47768. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47769. */
  47770. protected _useAmbientInGrayScale: boolean;
  47771. /**
  47772. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47773. * The material will try to infer what glossiness each pixel should be.
  47774. */
  47775. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  47776. /**
  47777. * Defines the falloff type used in this material.
  47778. * It by default is Physical.
  47779. */
  47780. protected _lightFalloff: number;
  47781. /**
  47782. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47783. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47784. */
  47785. protected _useRadianceOverAlpha: boolean;
  47786. /**
  47787. * Allows using an object space normal map (instead of tangent space).
  47788. */
  47789. protected _useObjectSpaceNormalMap: boolean;
  47790. /**
  47791. * Allows using the bump map in parallax mode.
  47792. */
  47793. protected _useParallax: boolean;
  47794. /**
  47795. * Allows using the bump map in parallax occlusion mode.
  47796. */
  47797. protected _useParallaxOcclusion: boolean;
  47798. /**
  47799. * Controls the scale bias of the parallax mode.
  47800. */
  47801. protected _parallaxScaleBias: number;
  47802. /**
  47803. * If sets to true, disables all the lights affecting the material.
  47804. */
  47805. protected _disableLighting: boolean;
  47806. /**
  47807. * Number of Simultaneous lights allowed on the material.
  47808. */
  47809. protected _maxSimultaneousLights: number;
  47810. /**
  47811. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47812. */
  47813. protected _invertNormalMapX: boolean;
  47814. /**
  47815. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47816. */
  47817. protected _invertNormalMapY: boolean;
  47818. /**
  47819. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47820. */
  47821. protected _twoSidedLighting: boolean;
  47822. /**
  47823. * Defines the alpha limits in alpha test mode.
  47824. */
  47825. protected _alphaCutOff: number;
  47826. /**
  47827. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47828. */
  47829. protected _forceAlphaTest: boolean;
  47830. /**
  47831. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47832. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47833. */
  47834. protected _useAlphaFresnel: boolean;
  47835. /**
  47836. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47837. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47838. */
  47839. protected _useLinearAlphaFresnel: boolean;
  47840. /**
  47841. * The transparency mode of the material.
  47842. */
  47843. protected _transparencyMode: Nullable<number>;
  47844. /**
  47845. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  47846. * from cos thetav and roughness:
  47847. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  47848. */
  47849. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  47850. /**
  47851. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47852. */
  47853. protected _forceIrradianceInFragment: boolean;
  47854. /**
  47855. * Force normal to face away from face.
  47856. */
  47857. protected _forceNormalForward: boolean;
  47858. /**
  47859. * Enables specular anti aliasing in the PBR shader.
  47860. * It will both interacts on the Geometry for analytical and IBL lighting.
  47861. * It also prefilter the roughness map based on the bump values.
  47862. */
  47863. protected _enableSpecularAntiAliasing: boolean;
  47864. /**
  47865. * Default configuration related to image processing available in the PBR Material.
  47866. */
  47867. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47868. /**
  47869. * Keep track of the image processing observer to allow dispose and replace.
  47870. */
  47871. private _imageProcessingObserver;
  47872. /**
  47873. * Attaches a new image processing configuration to the PBR Material.
  47874. * @param configuration
  47875. */
  47876. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47877. /**
  47878. * Stores the available render targets.
  47879. */
  47880. private _renderTargets;
  47881. /**
  47882. * Sets the global ambient color for the material used in lighting calculations.
  47883. */
  47884. private _globalAmbientColor;
  47885. /**
  47886. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  47887. */
  47888. private _useLogarithmicDepth;
  47889. /**
  47890. * If set to true, no lighting calculations will be applied.
  47891. */
  47892. private _unlit;
  47893. private _debugMode;
  47894. /**
  47895. * @hidden
  47896. * This is reserved for the inspector.
  47897. * Defines the material debug mode.
  47898. * It helps seeing only some components of the material while troubleshooting.
  47899. */
  47900. debugMode: number;
  47901. /**
  47902. * @hidden
  47903. * This is reserved for the inspector.
  47904. * Specify from where on screen the debug mode should start.
  47905. * The value goes from -1 (full screen) to 1 (not visible)
  47906. * It helps with side by side comparison against the final render
  47907. * This defaults to -1
  47908. */
  47909. private debugLimit;
  47910. /**
  47911. * @hidden
  47912. * This is reserved for the inspector.
  47913. * As the default viewing range might not be enough (if the ambient is really small for instance)
  47914. * You can use the factor to better multiply the final value.
  47915. */
  47916. private debugFactor;
  47917. /**
  47918. * Defines the clear coat layer parameters for the material.
  47919. */
  47920. readonly clearCoat: PBRClearCoatConfiguration;
  47921. /**
  47922. * Defines the anisotropic parameters for the material.
  47923. */
  47924. readonly anisotropy: PBRAnisotropicConfiguration;
  47925. /**
  47926. * Defines the BRDF parameters for the material.
  47927. */
  47928. readonly brdf: PBRBRDFConfiguration;
  47929. /**
  47930. * Defines the Sheen parameters for the material.
  47931. */
  47932. readonly sheen: PBRSheenConfiguration;
  47933. /**
  47934. * Defines the SubSurface parameters for the material.
  47935. */
  47936. readonly subSurface: PBRSubSurfaceConfiguration;
  47937. /**
  47938. * Custom callback helping to override the default shader used in the material.
  47939. */
  47940. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  47941. protected _rebuildInParallel: boolean;
  47942. /**
  47943. * Instantiates a new PBRMaterial instance.
  47944. *
  47945. * @param name The material name
  47946. * @param scene The scene the material will be use in.
  47947. */
  47948. constructor(name: string, scene: Scene);
  47949. /**
  47950. * Gets a boolean indicating that current material needs to register RTT
  47951. */
  47952. readonly hasRenderTargetTextures: boolean;
  47953. /**
  47954. * Gets the name of the material class.
  47955. */
  47956. getClassName(): string;
  47957. /**
  47958. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  47959. */
  47960. /**
  47961. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  47962. */
  47963. useLogarithmicDepth: boolean;
  47964. /**
  47965. * Gets the current transparency mode.
  47966. */
  47967. /**
  47968. * Sets the transparency mode of the material.
  47969. *
  47970. * | Value | Type | Description |
  47971. * | ----- | ----------------------------------- | ----------- |
  47972. * | 0 | OPAQUE | |
  47973. * | 1 | ALPHATEST | |
  47974. * | 2 | ALPHABLEND | |
  47975. * | 3 | ALPHATESTANDBLEND | |
  47976. *
  47977. */
  47978. transparencyMode: Nullable<number>;
  47979. /**
  47980. * Returns true if alpha blending should be disabled.
  47981. */
  47982. private readonly _disableAlphaBlending;
  47983. /**
  47984. * Specifies whether or not this material should be rendered in alpha blend mode.
  47985. */
  47986. needAlphaBlending(): boolean;
  47987. /**
  47988. * Specifies if the mesh will require alpha blending.
  47989. * @param mesh - BJS mesh.
  47990. */
  47991. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  47992. /**
  47993. * Specifies whether or not this material should be rendered in alpha test mode.
  47994. */
  47995. needAlphaTesting(): boolean;
  47996. /**
  47997. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  47998. */
  47999. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48000. /**
  48001. * Gets the texture used for the alpha test.
  48002. */
  48003. getAlphaTestTexture(): Nullable<BaseTexture>;
  48004. /**
  48005. * Specifies that the submesh is ready to be used.
  48006. * @param mesh - BJS mesh.
  48007. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48008. * @param useInstances - Specifies that instances should be used.
  48009. * @returns - boolean indicating that the submesh is ready or not.
  48010. */
  48011. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48012. /**
  48013. * Specifies if the material uses metallic roughness workflow.
  48014. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48015. */
  48016. isMetallicWorkflow(): boolean;
  48017. private _prepareEffect;
  48018. private _prepareDefines;
  48019. /**
  48020. * Force shader compilation
  48021. */
  48022. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48023. clipPlane: boolean;
  48024. }>): void;
  48025. /**
  48026. * Initializes the uniform buffer layout for the shader.
  48027. */
  48028. buildUniformLayout(): void;
  48029. /**
  48030. * Unbinds the material from the mesh
  48031. */
  48032. unbind(): void;
  48033. /**
  48034. * Binds the submesh data.
  48035. * @param world - The world matrix.
  48036. * @param mesh - The BJS mesh.
  48037. * @param subMesh - A submesh of the BJS mesh.
  48038. */
  48039. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48040. /**
  48041. * Returns the animatable textures.
  48042. * @returns - Array of animatable textures.
  48043. */
  48044. getAnimatables(): IAnimatable[];
  48045. /**
  48046. * Returns the texture used for reflections.
  48047. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48048. */
  48049. private _getReflectionTexture;
  48050. /**
  48051. * Returns an array of the actively used textures.
  48052. * @returns - Array of BaseTextures
  48053. */
  48054. getActiveTextures(): BaseTexture[];
  48055. /**
  48056. * Checks to see if a texture is used in the material.
  48057. * @param texture - Base texture to use.
  48058. * @returns - Boolean specifying if a texture is used in the material.
  48059. */
  48060. hasTexture(texture: BaseTexture): boolean;
  48061. /**
  48062. * Disposes the resources of the material.
  48063. * @param forceDisposeEffect - Forces the disposal of effects.
  48064. * @param forceDisposeTextures - Forces the disposal of all textures.
  48065. */
  48066. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48067. }
  48068. }
  48069. declare module BABYLON {
  48070. /**
  48071. * The Physically based material of BJS.
  48072. *
  48073. * This offers the main features of a standard PBR material.
  48074. * For more information, please refer to the documentation :
  48075. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48076. */
  48077. export class PBRMaterial extends PBRBaseMaterial {
  48078. /**
  48079. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48080. */
  48081. static readonly PBRMATERIAL_OPAQUE: number;
  48082. /**
  48083. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48084. */
  48085. static readonly PBRMATERIAL_ALPHATEST: number;
  48086. /**
  48087. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48088. */
  48089. static readonly PBRMATERIAL_ALPHABLEND: number;
  48090. /**
  48091. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48092. * They are also discarded below the alpha cutoff threshold to improve performances.
  48093. */
  48094. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48095. /**
  48096. * Defines the default value of how much AO map is occluding the analytical lights
  48097. * (point spot...).
  48098. */
  48099. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48100. /**
  48101. * Intensity of the direct lights e.g. the four lights available in your scene.
  48102. * This impacts both the direct diffuse and specular highlights.
  48103. */
  48104. directIntensity: number;
  48105. /**
  48106. * Intensity of the emissive part of the material.
  48107. * This helps controlling the emissive effect without modifying the emissive color.
  48108. */
  48109. emissiveIntensity: number;
  48110. /**
  48111. * Intensity of the environment e.g. how much the environment will light the object
  48112. * either through harmonics for rough material or through the refelction for shiny ones.
  48113. */
  48114. environmentIntensity: number;
  48115. /**
  48116. * This is a special control allowing the reduction of the specular highlights coming from the
  48117. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48118. */
  48119. specularIntensity: number;
  48120. /**
  48121. * Debug Control allowing disabling the bump map on this material.
  48122. */
  48123. disableBumpMap: boolean;
  48124. /**
  48125. * AKA Diffuse Texture in standard nomenclature.
  48126. */
  48127. albedoTexture: BaseTexture;
  48128. /**
  48129. * AKA Occlusion Texture in other nomenclature.
  48130. */
  48131. ambientTexture: BaseTexture;
  48132. /**
  48133. * AKA Occlusion Texture Intensity in other nomenclature.
  48134. */
  48135. ambientTextureStrength: number;
  48136. /**
  48137. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48138. * 1 means it completely occludes it
  48139. * 0 mean it has no impact
  48140. */
  48141. ambientTextureImpactOnAnalyticalLights: number;
  48142. /**
  48143. * Stores the alpha values in a texture.
  48144. */
  48145. opacityTexture: BaseTexture;
  48146. /**
  48147. * Stores the reflection values in a texture.
  48148. */
  48149. reflectionTexture: Nullable<BaseTexture>;
  48150. /**
  48151. * Stores the emissive values in a texture.
  48152. */
  48153. emissiveTexture: BaseTexture;
  48154. /**
  48155. * AKA Specular texture in other nomenclature.
  48156. */
  48157. reflectivityTexture: BaseTexture;
  48158. /**
  48159. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48160. */
  48161. metallicTexture: BaseTexture;
  48162. /**
  48163. * Specifies the metallic scalar of the metallic/roughness workflow.
  48164. * Can also be used to scale the metalness values of the metallic texture.
  48165. */
  48166. metallic: Nullable<number>;
  48167. /**
  48168. * Specifies the roughness scalar of the metallic/roughness workflow.
  48169. * Can also be used to scale the roughness values of the metallic texture.
  48170. */
  48171. roughness: Nullable<number>;
  48172. /**
  48173. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48174. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48175. */
  48176. microSurfaceTexture: BaseTexture;
  48177. /**
  48178. * Stores surface normal data used to displace a mesh in a texture.
  48179. */
  48180. bumpTexture: BaseTexture;
  48181. /**
  48182. * Stores the pre-calculated light information of a mesh in a texture.
  48183. */
  48184. lightmapTexture: BaseTexture;
  48185. /**
  48186. * Stores the refracted light information in a texture.
  48187. */
  48188. refractionTexture: Nullable<BaseTexture>;
  48189. /**
  48190. * The color of a material in ambient lighting.
  48191. */
  48192. ambientColor: Color3;
  48193. /**
  48194. * AKA Diffuse Color in other nomenclature.
  48195. */
  48196. albedoColor: Color3;
  48197. /**
  48198. * AKA Specular Color in other nomenclature.
  48199. */
  48200. reflectivityColor: Color3;
  48201. /**
  48202. * The color reflected from the material.
  48203. */
  48204. reflectionColor: Color3;
  48205. /**
  48206. * The color emitted from the material.
  48207. */
  48208. emissiveColor: Color3;
  48209. /**
  48210. * AKA Glossiness in other nomenclature.
  48211. */
  48212. microSurface: number;
  48213. /**
  48214. * source material index of refraction (IOR)' / 'destination material IOR.
  48215. */
  48216. indexOfRefraction: number;
  48217. /**
  48218. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48219. */
  48220. invertRefractionY: boolean;
  48221. /**
  48222. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48223. * Materials half opaque for instance using refraction could benefit from this control.
  48224. */
  48225. linkRefractionWithTransparency: boolean;
  48226. /**
  48227. * If true, the light map contains occlusion information instead of lighting info.
  48228. */
  48229. useLightmapAsShadowmap: boolean;
  48230. /**
  48231. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48232. */
  48233. useAlphaFromAlbedoTexture: boolean;
  48234. /**
  48235. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48236. */
  48237. forceAlphaTest: boolean;
  48238. /**
  48239. * Defines the alpha limits in alpha test mode.
  48240. */
  48241. alphaCutOff: number;
  48242. /**
  48243. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48244. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48245. */
  48246. useSpecularOverAlpha: boolean;
  48247. /**
  48248. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48249. */
  48250. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48251. /**
  48252. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48253. */
  48254. useRoughnessFromMetallicTextureAlpha: boolean;
  48255. /**
  48256. * Specifies if the metallic texture contains the roughness information in its green channel.
  48257. */
  48258. useRoughnessFromMetallicTextureGreen: boolean;
  48259. /**
  48260. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48261. */
  48262. useMetallnessFromMetallicTextureBlue: boolean;
  48263. /**
  48264. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48265. */
  48266. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48267. /**
  48268. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48269. */
  48270. useAmbientInGrayScale: boolean;
  48271. /**
  48272. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48273. * The material will try to infer what glossiness each pixel should be.
  48274. */
  48275. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48276. /**
  48277. * BJS is using an harcoded light falloff based on a manually sets up range.
  48278. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48279. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48280. */
  48281. /**
  48282. * BJS is using an harcoded light falloff based on a manually sets up range.
  48283. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48284. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48285. */
  48286. usePhysicalLightFalloff: boolean;
  48287. /**
  48288. * In order to support the falloff compatibility with gltf, a special mode has been added
  48289. * to reproduce the gltf light falloff.
  48290. */
  48291. /**
  48292. * In order to support the falloff compatibility with gltf, a special mode has been added
  48293. * to reproduce the gltf light falloff.
  48294. */
  48295. useGLTFLightFalloff: boolean;
  48296. /**
  48297. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48298. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48299. */
  48300. useRadianceOverAlpha: boolean;
  48301. /**
  48302. * Allows using an object space normal map (instead of tangent space).
  48303. */
  48304. useObjectSpaceNormalMap: boolean;
  48305. /**
  48306. * Allows using the bump map in parallax mode.
  48307. */
  48308. useParallax: boolean;
  48309. /**
  48310. * Allows using the bump map in parallax occlusion mode.
  48311. */
  48312. useParallaxOcclusion: boolean;
  48313. /**
  48314. * Controls the scale bias of the parallax mode.
  48315. */
  48316. parallaxScaleBias: number;
  48317. /**
  48318. * If sets to true, disables all the lights affecting the material.
  48319. */
  48320. disableLighting: boolean;
  48321. /**
  48322. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48323. */
  48324. forceIrradianceInFragment: boolean;
  48325. /**
  48326. * Number of Simultaneous lights allowed on the material.
  48327. */
  48328. maxSimultaneousLights: number;
  48329. /**
  48330. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48331. */
  48332. invertNormalMapX: boolean;
  48333. /**
  48334. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48335. */
  48336. invertNormalMapY: boolean;
  48337. /**
  48338. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48339. */
  48340. twoSidedLighting: boolean;
  48341. /**
  48342. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48343. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48344. */
  48345. useAlphaFresnel: boolean;
  48346. /**
  48347. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48348. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48349. */
  48350. useLinearAlphaFresnel: boolean;
  48351. /**
  48352. * Let user defines the brdf lookup texture used for IBL.
  48353. * A default 8bit version is embedded but you could point at :
  48354. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48355. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48356. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48357. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48358. */
  48359. environmentBRDFTexture: Nullable<BaseTexture>;
  48360. /**
  48361. * Force normal to face away from face.
  48362. */
  48363. forceNormalForward: boolean;
  48364. /**
  48365. * Enables specular anti aliasing in the PBR shader.
  48366. * It will both interacts on the Geometry for analytical and IBL lighting.
  48367. * It also prefilter the roughness map based on the bump values.
  48368. */
  48369. enableSpecularAntiAliasing: boolean;
  48370. /**
  48371. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48372. * makes the reflect vector face the model (under horizon).
  48373. */
  48374. useHorizonOcclusion: boolean;
  48375. /**
  48376. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48377. * too much the area relying on ambient texture to define their ambient occlusion.
  48378. */
  48379. useRadianceOcclusion: boolean;
  48380. /**
  48381. * If set to true, no lighting calculations will be applied.
  48382. */
  48383. unlit: boolean;
  48384. /**
  48385. * Gets the image processing configuration used either in this material.
  48386. */
  48387. /**
  48388. * Sets the Default image processing configuration used either in the this material.
  48389. *
  48390. * If sets to null, the scene one is in use.
  48391. */
  48392. imageProcessingConfiguration: ImageProcessingConfiguration;
  48393. /**
  48394. * Gets wether the color curves effect is enabled.
  48395. */
  48396. /**
  48397. * Sets wether the color curves effect is enabled.
  48398. */
  48399. cameraColorCurvesEnabled: boolean;
  48400. /**
  48401. * Gets wether the color grading effect is enabled.
  48402. */
  48403. /**
  48404. * Gets wether the color grading effect is enabled.
  48405. */
  48406. cameraColorGradingEnabled: boolean;
  48407. /**
  48408. * Gets wether tonemapping is enabled or not.
  48409. */
  48410. /**
  48411. * Sets wether tonemapping is enabled or not
  48412. */
  48413. cameraToneMappingEnabled: boolean;
  48414. /**
  48415. * The camera exposure used on this material.
  48416. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48417. * This corresponds to a photographic exposure.
  48418. */
  48419. /**
  48420. * The camera exposure used on this material.
  48421. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48422. * This corresponds to a photographic exposure.
  48423. */
  48424. cameraExposure: number;
  48425. /**
  48426. * Gets The camera contrast used on this material.
  48427. */
  48428. /**
  48429. * Sets The camera contrast used on this material.
  48430. */
  48431. cameraContrast: number;
  48432. /**
  48433. * Gets the Color Grading 2D Lookup Texture.
  48434. */
  48435. /**
  48436. * Sets the Color Grading 2D Lookup Texture.
  48437. */
  48438. cameraColorGradingTexture: Nullable<BaseTexture>;
  48439. /**
  48440. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48441. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48442. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48443. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48444. */
  48445. /**
  48446. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48447. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48448. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48449. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48450. */
  48451. cameraColorCurves: Nullable<ColorCurves>;
  48452. /**
  48453. * Instantiates a new PBRMaterial instance.
  48454. *
  48455. * @param name The material name
  48456. * @param scene The scene the material will be use in.
  48457. */
  48458. constructor(name: string, scene: Scene);
  48459. /**
  48460. * Returns the name of this material class.
  48461. */
  48462. getClassName(): string;
  48463. /**
  48464. * Makes a duplicate of the current material.
  48465. * @param name - name to use for the new material.
  48466. */
  48467. clone(name: string): PBRMaterial;
  48468. /**
  48469. * Serializes this PBR Material.
  48470. * @returns - An object with the serialized material.
  48471. */
  48472. serialize(): any;
  48473. /**
  48474. * Parses a PBR Material from a serialized object.
  48475. * @param source - Serialized object.
  48476. * @param scene - BJS scene instance.
  48477. * @param rootUrl - url for the scene object
  48478. * @returns - PBRMaterial
  48479. */
  48480. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  48481. }
  48482. }
  48483. declare module BABYLON {
  48484. /**
  48485. * Direct draw surface info
  48486. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  48487. */
  48488. export interface DDSInfo {
  48489. /**
  48490. * Width of the texture
  48491. */
  48492. width: number;
  48493. /**
  48494. * Width of the texture
  48495. */
  48496. height: number;
  48497. /**
  48498. * Number of Mipmaps for the texture
  48499. * @see https://en.wikipedia.org/wiki/Mipmap
  48500. */
  48501. mipmapCount: number;
  48502. /**
  48503. * If the textures format is a known fourCC format
  48504. * @see https://www.fourcc.org/
  48505. */
  48506. isFourCC: boolean;
  48507. /**
  48508. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  48509. */
  48510. isRGB: boolean;
  48511. /**
  48512. * If the texture is a lumincance format
  48513. */
  48514. isLuminance: boolean;
  48515. /**
  48516. * If this is a cube texture
  48517. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  48518. */
  48519. isCube: boolean;
  48520. /**
  48521. * If the texture is a compressed format eg. FOURCC_DXT1
  48522. */
  48523. isCompressed: boolean;
  48524. /**
  48525. * The dxgiFormat of the texture
  48526. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  48527. */
  48528. dxgiFormat: number;
  48529. /**
  48530. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  48531. */
  48532. textureType: number;
  48533. /**
  48534. * Sphericle polynomial created for the dds texture
  48535. */
  48536. sphericalPolynomial?: SphericalPolynomial;
  48537. }
  48538. /**
  48539. * Class used to provide DDS decompression tools
  48540. */
  48541. export class DDSTools {
  48542. /**
  48543. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  48544. */
  48545. static StoreLODInAlphaChannel: boolean;
  48546. /**
  48547. * Gets DDS information from an array buffer
  48548. * @param arrayBuffer defines the array buffer to read data from
  48549. * @returns the DDS information
  48550. */
  48551. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  48552. private static _FloatView;
  48553. private static _Int32View;
  48554. private static _ToHalfFloat;
  48555. private static _FromHalfFloat;
  48556. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  48557. private static _GetHalfFloatRGBAArrayBuffer;
  48558. private static _GetFloatRGBAArrayBuffer;
  48559. private static _GetFloatAsUIntRGBAArrayBuffer;
  48560. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  48561. private static _GetRGBAArrayBuffer;
  48562. private static _ExtractLongWordOrder;
  48563. private static _GetRGBArrayBuffer;
  48564. private static _GetLuminanceArrayBuffer;
  48565. /**
  48566. * Uploads DDS Levels to a Babylon Texture
  48567. * @hidden
  48568. */
  48569. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  48570. }
  48571. interface ThinEngine {
  48572. /**
  48573. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  48574. * @param rootUrl defines the url where the file to load is located
  48575. * @param scene defines the current scene
  48576. * @param lodScale defines scale to apply to the mip map selection
  48577. * @param lodOffset defines offset to apply to the mip map selection
  48578. * @param onLoad defines an optional callback raised when the texture is loaded
  48579. * @param onError defines an optional callback raised if there is an issue to load the texture
  48580. * @param format defines the format of the data
  48581. * @param forcedExtension defines the extension to use to pick the right loader
  48582. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  48583. * @returns the cube texture as an InternalTexture
  48584. */
  48585. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  48586. }
  48587. }
  48588. declare module BABYLON {
  48589. /**
  48590. * Implementation of the DDS Texture Loader.
  48591. * @hidden
  48592. */
  48593. export class _DDSTextureLoader implements IInternalTextureLoader {
  48594. /**
  48595. * Defines wether the loader supports cascade loading the different faces.
  48596. */
  48597. readonly supportCascades: boolean;
  48598. /**
  48599. * This returns if the loader support the current file information.
  48600. * @param extension defines the file extension of the file being loaded
  48601. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48602. * @param fallback defines the fallback internal texture if any
  48603. * @param isBase64 defines whether the texture is encoded as a base64
  48604. * @param isBuffer defines whether the texture data are stored as a buffer
  48605. * @returns true if the loader can load the specified file
  48606. */
  48607. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  48608. /**
  48609. * Transform the url before loading if required.
  48610. * @param rootUrl the url of the texture
  48611. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48612. * @returns the transformed texture
  48613. */
  48614. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  48615. /**
  48616. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  48617. * @param rootUrl the url of the texture
  48618. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48619. * @returns the fallback texture
  48620. */
  48621. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  48622. /**
  48623. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  48624. * @param data contains the texture data
  48625. * @param texture defines the BabylonJS internal texture
  48626. * @param createPolynomials will be true if polynomials have been requested
  48627. * @param onLoad defines the callback to trigger once the texture is ready
  48628. * @param onError defines the callback to trigger in case of error
  48629. */
  48630. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  48631. /**
  48632. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  48633. * @param data contains the texture data
  48634. * @param texture defines the BabylonJS internal texture
  48635. * @param callback defines the method to call once ready to upload
  48636. */
  48637. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  48638. }
  48639. }
  48640. declare module BABYLON {
  48641. /**
  48642. * Implementation of the ENV Texture Loader.
  48643. * @hidden
  48644. */
  48645. export class _ENVTextureLoader implements IInternalTextureLoader {
  48646. /**
  48647. * Defines wether the loader supports cascade loading the different faces.
  48648. */
  48649. readonly supportCascades: boolean;
  48650. /**
  48651. * This returns if the loader support the current file information.
  48652. * @param extension defines the file extension of the file being loaded
  48653. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48654. * @param fallback defines the fallback internal texture if any
  48655. * @param isBase64 defines whether the texture is encoded as a base64
  48656. * @param isBuffer defines whether the texture data are stored as a buffer
  48657. * @returns true if the loader can load the specified file
  48658. */
  48659. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  48660. /**
  48661. * Transform the url before loading if required.
  48662. * @param rootUrl the url of the texture
  48663. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48664. * @returns the transformed texture
  48665. */
  48666. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  48667. /**
  48668. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  48669. * @param rootUrl the url of the texture
  48670. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48671. * @returns the fallback texture
  48672. */
  48673. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  48674. /**
  48675. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  48676. * @param data contains the texture data
  48677. * @param texture defines the BabylonJS internal texture
  48678. * @param createPolynomials will be true if polynomials have been requested
  48679. * @param onLoad defines the callback to trigger once the texture is ready
  48680. * @param onError defines the callback to trigger in case of error
  48681. */
  48682. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  48683. /**
  48684. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  48685. * @param data contains the texture data
  48686. * @param texture defines the BabylonJS internal texture
  48687. * @param callback defines the method to call once ready to upload
  48688. */
  48689. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  48690. }
  48691. }
  48692. declare module BABYLON {
  48693. /**
  48694. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  48695. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  48696. */
  48697. export class KhronosTextureContainer {
  48698. /** contents of the KTX container file */
  48699. arrayBuffer: any;
  48700. private static HEADER_LEN;
  48701. private static COMPRESSED_2D;
  48702. private static COMPRESSED_3D;
  48703. private static TEX_2D;
  48704. private static TEX_3D;
  48705. /**
  48706. * Gets the openGL type
  48707. */
  48708. glType: number;
  48709. /**
  48710. * Gets the openGL type size
  48711. */
  48712. glTypeSize: number;
  48713. /**
  48714. * Gets the openGL format
  48715. */
  48716. glFormat: number;
  48717. /**
  48718. * Gets the openGL internal format
  48719. */
  48720. glInternalFormat: number;
  48721. /**
  48722. * Gets the base internal format
  48723. */
  48724. glBaseInternalFormat: number;
  48725. /**
  48726. * Gets image width in pixel
  48727. */
  48728. pixelWidth: number;
  48729. /**
  48730. * Gets image height in pixel
  48731. */
  48732. pixelHeight: number;
  48733. /**
  48734. * Gets image depth in pixels
  48735. */
  48736. pixelDepth: number;
  48737. /**
  48738. * Gets the number of array elements
  48739. */
  48740. numberOfArrayElements: number;
  48741. /**
  48742. * Gets the number of faces
  48743. */
  48744. numberOfFaces: number;
  48745. /**
  48746. * Gets the number of mipmap levels
  48747. */
  48748. numberOfMipmapLevels: number;
  48749. /**
  48750. * Gets the bytes of key value data
  48751. */
  48752. bytesOfKeyValueData: number;
  48753. /**
  48754. * Gets the load type
  48755. */
  48756. loadType: number;
  48757. /**
  48758. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  48759. */
  48760. isInvalid: boolean;
  48761. /**
  48762. * Creates a new KhronosTextureContainer
  48763. * @param arrayBuffer contents of the KTX container file
  48764. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  48765. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  48766. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  48767. */
  48768. constructor(
  48769. /** contents of the KTX container file */
  48770. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  48771. /**
  48772. * Uploads KTX content to a Babylon Texture.
  48773. * It is assumed that the texture has already been created & is currently bound
  48774. * @hidden
  48775. */
  48776. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  48777. private _upload2DCompressedLevels;
  48778. }
  48779. }
  48780. declare module BABYLON {
  48781. /**
  48782. * Implementation of the KTX Texture Loader.
  48783. * @hidden
  48784. */
  48785. export class _KTXTextureLoader implements IInternalTextureLoader {
  48786. /**
  48787. * Defines wether the loader supports cascade loading the different faces.
  48788. */
  48789. readonly supportCascades: boolean;
  48790. /**
  48791. * This returns if the loader support the current file information.
  48792. * @param extension defines the file extension of the file being loaded
  48793. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48794. * @param fallback defines the fallback internal texture if any
  48795. * @param isBase64 defines whether the texture is encoded as a base64
  48796. * @param isBuffer defines whether the texture data are stored as a buffer
  48797. * @returns true if the loader can load the specified file
  48798. */
  48799. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  48800. /**
  48801. * Transform the url before loading if required.
  48802. * @param rootUrl the url of the texture
  48803. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48804. * @returns the transformed texture
  48805. */
  48806. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  48807. /**
  48808. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  48809. * @param rootUrl the url of the texture
  48810. * @param textureFormatInUse defines the current compressed format in use iun the engine
  48811. * @returns the fallback texture
  48812. */
  48813. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  48814. /**
  48815. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  48816. * @param data contains the texture data
  48817. * @param texture defines the BabylonJS internal texture
  48818. * @param createPolynomials will be true if polynomials have been requested
  48819. * @param onLoad defines the callback to trigger once the texture is ready
  48820. * @param onError defines the callback to trigger in case of error
  48821. */
  48822. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  48823. /**
  48824. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  48825. * @param data contains the texture data
  48826. * @param texture defines the BabylonJS internal texture
  48827. * @param callback defines the method to call once ready to upload
  48828. */
  48829. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  48830. }
  48831. }
  48832. declare module BABYLON {
  48833. /**
  48834. * Options for the default xr helper
  48835. */
  48836. export class WebXRDefaultExperienceOptions {
  48837. /**
  48838. * Floor meshes that should be used for teleporting
  48839. */
  48840. floorMeshes: Array<AbstractMesh>;
  48841. }
  48842. /**
  48843. * Default experience which provides a similar setup to the previous webVRExperience
  48844. */
  48845. export class WebXRDefaultExperience {
  48846. /**
  48847. * Base experience
  48848. */
  48849. baseExperience: WebXRExperienceHelper;
  48850. /**
  48851. * Input experience extension
  48852. */
  48853. input: WebXRInput;
  48854. /**
  48855. * Loads the controller models
  48856. */
  48857. controllerModelLoader: WebXRControllerModelLoader;
  48858. /**
  48859. * Enables laser pointer and selection
  48860. */
  48861. pointerSelection: WebXRControllerPointerSelection;
  48862. /**
  48863. * Enables teleportation
  48864. */
  48865. teleportation: WebXRControllerTeleportation;
  48866. /**
  48867. * Enables ui for enetering/exiting xr
  48868. */
  48869. enterExitUI: WebXREnterExitUI;
  48870. /**
  48871. * Default output canvas xr should render to
  48872. */
  48873. outputCanvas: WebXRManagedOutputCanvas;
  48874. /**
  48875. * Creates the default xr experience
  48876. * @param scene scene
  48877. * @param options options for basic configuration
  48878. * @returns resulting WebXRDefaultExperience
  48879. */
  48880. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  48881. private constructor();
  48882. /**
  48883. * DIsposes of the experience helper
  48884. */
  48885. dispose(): void;
  48886. }
  48887. }
  48888. declare module BABYLON {
  48889. /** @hidden */
  48890. export var _forceSceneHelpersToBundle: boolean;
  48891. interface Scene {
  48892. /**
  48893. * Creates a default light for the scene.
  48894. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  48895. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  48896. */
  48897. createDefaultLight(replace?: boolean): void;
  48898. /**
  48899. * Creates a default camera for the scene.
  48900. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  48901. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  48902. * @param replace has default false, when true replaces the active camera in the scene
  48903. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  48904. */
  48905. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  48906. /**
  48907. * Creates a default camera and a default light.
  48908. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  48909. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  48910. * @param replace has the default false, when true replaces the active camera/light in the scene
  48911. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  48912. */
  48913. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  48914. /**
  48915. * Creates a new sky box
  48916. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  48917. * @param environmentTexture defines the texture to use as environment texture
  48918. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  48919. * @param scale defines the overall scale of the skybox
  48920. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  48921. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  48922. * @returns a new mesh holding the sky box
  48923. */
  48924. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  48925. /**
  48926. * Creates a new environment
  48927. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  48928. * @param options defines the options you can use to configure the environment
  48929. * @returns the new EnvironmentHelper
  48930. */
  48931. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  48932. /**
  48933. * Creates a new VREXperienceHelper
  48934. * @see http://doc.babylonjs.com/how_to/webvr_helper
  48935. * @param webVROptions defines the options used to create the new VREXperienceHelper
  48936. * @returns a new VREXperienceHelper
  48937. */
  48938. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  48939. /**
  48940. * Creates a new WebXRDefaultExperience
  48941. * @see http://doc.babylonjs.com/how_to/webxr
  48942. * @param options experience options
  48943. * @returns a promise for a new WebXRDefaultExperience
  48944. */
  48945. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  48946. }
  48947. }
  48948. declare module BABYLON {
  48949. /**
  48950. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  48951. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  48952. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  48953. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48954. */
  48955. export class VideoDome extends TransformNode {
  48956. /**
  48957. * Define the video source as a Monoscopic panoramic 360 video.
  48958. */
  48959. static readonly MODE_MONOSCOPIC: number;
  48960. /**
  48961. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  48962. */
  48963. static readonly MODE_TOPBOTTOM: number;
  48964. /**
  48965. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  48966. */
  48967. static readonly MODE_SIDEBYSIDE: number;
  48968. private _halfDome;
  48969. private _useDirectMapping;
  48970. /**
  48971. * The video texture being displayed on the sphere
  48972. */
  48973. protected _videoTexture: VideoTexture;
  48974. /**
  48975. * Gets the video texture being displayed on the sphere
  48976. */
  48977. readonly videoTexture: VideoTexture;
  48978. /**
  48979. * The skybox material
  48980. */
  48981. protected _material: BackgroundMaterial;
  48982. /**
  48983. * The surface used for the skybox
  48984. */
  48985. protected _mesh: Mesh;
  48986. /**
  48987. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  48988. */
  48989. private _halfDomeMask;
  48990. /**
  48991. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48992. * Also see the options.resolution property.
  48993. */
  48994. fovMultiplier: number;
  48995. private _videoMode;
  48996. /**
  48997. * Gets or set the current video mode for the video. It can be:
  48998. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  48999. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49000. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49001. */
  49002. videoMode: number;
  49003. /**
  49004. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  49005. *
  49006. */
  49007. /**
  49008. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  49009. */
  49010. halfDome: boolean;
  49011. /**
  49012. * Oberserver used in Stereoscopic VR Mode.
  49013. */
  49014. private _onBeforeCameraRenderObserver;
  49015. /**
  49016. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49017. * @param name Element's name, child elements will append suffixes for their own names.
  49018. * @param urlsOrVideo defines the url(s) or the video element to use
  49019. * @param options An object containing optional or exposed sub element properties
  49020. */
  49021. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49022. resolution?: number;
  49023. clickToPlay?: boolean;
  49024. autoPlay?: boolean;
  49025. loop?: boolean;
  49026. size?: number;
  49027. poster?: string;
  49028. faceForward?: boolean;
  49029. useDirectMapping?: boolean;
  49030. halfDomeMode?: boolean;
  49031. }, scene: Scene);
  49032. private _changeVideoMode;
  49033. /**
  49034. * Releases resources associated with this node.
  49035. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49036. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49037. */
  49038. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49039. }
  49040. }
  49041. declare module BABYLON {
  49042. /**
  49043. * This class can be used to get instrumentation data from a Babylon engine
  49044. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49045. */
  49046. export class EngineInstrumentation implements IDisposable {
  49047. /**
  49048. * Define the instrumented engine.
  49049. */
  49050. engine: Engine;
  49051. private _captureGPUFrameTime;
  49052. private _gpuFrameTimeToken;
  49053. private _gpuFrameTime;
  49054. private _captureShaderCompilationTime;
  49055. private _shaderCompilationTime;
  49056. private _onBeginFrameObserver;
  49057. private _onEndFrameObserver;
  49058. private _onBeforeShaderCompilationObserver;
  49059. private _onAfterShaderCompilationObserver;
  49060. /**
  49061. * Gets the perf counter used for GPU frame time
  49062. */
  49063. readonly gpuFrameTimeCounter: PerfCounter;
  49064. /**
  49065. * Gets the GPU frame time capture status
  49066. */
  49067. /**
  49068. * Enable or disable the GPU frame time capture
  49069. */
  49070. captureGPUFrameTime: boolean;
  49071. /**
  49072. * Gets the perf counter used for shader compilation time
  49073. */
  49074. readonly shaderCompilationTimeCounter: PerfCounter;
  49075. /**
  49076. * Gets the shader compilation time capture status
  49077. */
  49078. /**
  49079. * Enable or disable the shader compilation time capture
  49080. */
  49081. captureShaderCompilationTime: boolean;
  49082. /**
  49083. * Instantiates a new engine instrumentation.
  49084. * This class can be used to get instrumentation data from a Babylon engine
  49085. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49086. * @param engine Defines the engine to instrument
  49087. */
  49088. constructor(
  49089. /**
  49090. * Define the instrumented engine.
  49091. */
  49092. engine: Engine);
  49093. /**
  49094. * Dispose and release associated resources.
  49095. */
  49096. dispose(): void;
  49097. }
  49098. }
  49099. declare module BABYLON {
  49100. /**
  49101. * This class can be used to get instrumentation data from a Babylon engine
  49102. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49103. */
  49104. export class SceneInstrumentation implements IDisposable {
  49105. /**
  49106. * Defines the scene to instrument
  49107. */
  49108. scene: Scene;
  49109. private _captureActiveMeshesEvaluationTime;
  49110. private _activeMeshesEvaluationTime;
  49111. private _captureRenderTargetsRenderTime;
  49112. private _renderTargetsRenderTime;
  49113. private _captureFrameTime;
  49114. private _frameTime;
  49115. private _captureRenderTime;
  49116. private _renderTime;
  49117. private _captureInterFrameTime;
  49118. private _interFrameTime;
  49119. private _captureParticlesRenderTime;
  49120. private _particlesRenderTime;
  49121. private _captureSpritesRenderTime;
  49122. private _spritesRenderTime;
  49123. private _capturePhysicsTime;
  49124. private _physicsTime;
  49125. private _captureAnimationsTime;
  49126. private _animationsTime;
  49127. private _captureCameraRenderTime;
  49128. private _cameraRenderTime;
  49129. private _onBeforeActiveMeshesEvaluationObserver;
  49130. private _onAfterActiveMeshesEvaluationObserver;
  49131. private _onBeforeRenderTargetsRenderObserver;
  49132. private _onAfterRenderTargetsRenderObserver;
  49133. private _onAfterRenderObserver;
  49134. private _onBeforeDrawPhaseObserver;
  49135. private _onAfterDrawPhaseObserver;
  49136. private _onBeforeAnimationsObserver;
  49137. private _onBeforeParticlesRenderingObserver;
  49138. private _onAfterParticlesRenderingObserver;
  49139. private _onBeforeSpritesRenderingObserver;
  49140. private _onAfterSpritesRenderingObserver;
  49141. private _onBeforePhysicsObserver;
  49142. private _onAfterPhysicsObserver;
  49143. private _onAfterAnimationsObserver;
  49144. private _onBeforeCameraRenderObserver;
  49145. private _onAfterCameraRenderObserver;
  49146. /**
  49147. * Gets the perf counter used for active meshes evaluation time
  49148. */
  49149. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49150. /**
  49151. * Gets the active meshes evaluation time capture status
  49152. */
  49153. /**
  49154. * Enable or disable the active meshes evaluation time capture
  49155. */
  49156. captureActiveMeshesEvaluationTime: boolean;
  49157. /**
  49158. * Gets the perf counter used for render targets render time
  49159. */
  49160. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49161. /**
  49162. * Gets the render targets render time capture status
  49163. */
  49164. /**
  49165. * Enable or disable the render targets render time capture
  49166. */
  49167. captureRenderTargetsRenderTime: boolean;
  49168. /**
  49169. * Gets the perf counter used for particles render time
  49170. */
  49171. readonly particlesRenderTimeCounter: PerfCounter;
  49172. /**
  49173. * Gets the particles render time capture status
  49174. */
  49175. /**
  49176. * Enable or disable the particles render time capture
  49177. */
  49178. captureParticlesRenderTime: boolean;
  49179. /**
  49180. * Gets the perf counter used for sprites render time
  49181. */
  49182. readonly spritesRenderTimeCounter: PerfCounter;
  49183. /**
  49184. * Gets the sprites render time capture status
  49185. */
  49186. /**
  49187. * Enable or disable the sprites render time capture
  49188. */
  49189. captureSpritesRenderTime: boolean;
  49190. /**
  49191. * Gets the perf counter used for physics time
  49192. */
  49193. readonly physicsTimeCounter: PerfCounter;
  49194. /**
  49195. * Gets the physics time capture status
  49196. */
  49197. /**
  49198. * Enable or disable the physics time capture
  49199. */
  49200. capturePhysicsTime: boolean;
  49201. /**
  49202. * Gets the perf counter used for animations time
  49203. */
  49204. readonly animationsTimeCounter: PerfCounter;
  49205. /**
  49206. * Gets the animations time capture status
  49207. */
  49208. /**
  49209. * Enable or disable the animations time capture
  49210. */
  49211. captureAnimationsTime: boolean;
  49212. /**
  49213. * Gets the perf counter used for frame time capture
  49214. */
  49215. readonly frameTimeCounter: PerfCounter;
  49216. /**
  49217. * Gets the frame time capture status
  49218. */
  49219. /**
  49220. * Enable or disable the frame time capture
  49221. */
  49222. captureFrameTime: boolean;
  49223. /**
  49224. * Gets the perf counter used for inter-frames time capture
  49225. */
  49226. readonly interFrameTimeCounter: PerfCounter;
  49227. /**
  49228. * Gets the inter-frames time capture status
  49229. */
  49230. /**
  49231. * Enable or disable the inter-frames time capture
  49232. */
  49233. captureInterFrameTime: boolean;
  49234. /**
  49235. * Gets the perf counter used for render time capture
  49236. */
  49237. readonly renderTimeCounter: PerfCounter;
  49238. /**
  49239. * Gets the render time capture status
  49240. */
  49241. /**
  49242. * Enable or disable the render time capture
  49243. */
  49244. captureRenderTime: boolean;
  49245. /**
  49246. * Gets the perf counter used for camera render time capture
  49247. */
  49248. readonly cameraRenderTimeCounter: PerfCounter;
  49249. /**
  49250. * Gets the camera render time capture status
  49251. */
  49252. /**
  49253. * Enable or disable the camera render time capture
  49254. */
  49255. captureCameraRenderTime: boolean;
  49256. /**
  49257. * Gets the perf counter used for draw calls
  49258. */
  49259. readonly drawCallsCounter: PerfCounter;
  49260. /**
  49261. * Instantiates a new scene instrumentation.
  49262. * This class can be used to get instrumentation data from a Babylon engine
  49263. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49264. * @param scene Defines the scene to instrument
  49265. */
  49266. constructor(
  49267. /**
  49268. * Defines the scene to instrument
  49269. */
  49270. scene: Scene);
  49271. /**
  49272. * Dispose and release associated resources.
  49273. */
  49274. dispose(): void;
  49275. }
  49276. }
  49277. declare module BABYLON {
  49278. /** @hidden */
  49279. export var glowMapGenerationPixelShader: {
  49280. name: string;
  49281. shader: string;
  49282. };
  49283. }
  49284. declare module BABYLON {
  49285. /** @hidden */
  49286. export var glowMapGenerationVertexShader: {
  49287. name: string;
  49288. shader: string;
  49289. };
  49290. }
  49291. declare module BABYLON {
  49292. /**
  49293. * Effect layer options. This helps customizing the behaviour
  49294. * of the effect layer.
  49295. */
  49296. export interface IEffectLayerOptions {
  49297. /**
  49298. * Multiplication factor apply to the canvas size to compute the render target size
  49299. * used to generated the objects (the smaller the faster).
  49300. */
  49301. mainTextureRatio: number;
  49302. /**
  49303. * Enforces a fixed size texture to ensure effect stability across devices.
  49304. */
  49305. mainTextureFixedSize?: number;
  49306. /**
  49307. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  49308. */
  49309. alphaBlendingMode: number;
  49310. /**
  49311. * The camera attached to the layer.
  49312. */
  49313. camera: Nullable<Camera>;
  49314. /**
  49315. * The rendering group to draw the layer in.
  49316. */
  49317. renderingGroupId: number;
  49318. }
  49319. /**
  49320. * The effect layer Helps adding post process effect blended with the main pass.
  49321. *
  49322. * This can be for instance use to generate glow or higlight effects on the scene.
  49323. *
  49324. * The effect layer class can not be used directly and is intented to inherited from to be
  49325. * customized per effects.
  49326. */
  49327. export abstract class EffectLayer {
  49328. private _vertexBuffers;
  49329. private _indexBuffer;
  49330. private _cachedDefines;
  49331. private _effectLayerMapGenerationEffect;
  49332. private _effectLayerOptions;
  49333. private _mergeEffect;
  49334. protected _scene: Scene;
  49335. protected _engine: Engine;
  49336. protected _maxSize: number;
  49337. protected _mainTextureDesiredSize: ISize;
  49338. protected _mainTexture: RenderTargetTexture;
  49339. protected _shouldRender: boolean;
  49340. protected _postProcesses: PostProcess[];
  49341. protected _textures: BaseTexture[];
  49342. protected _emissiveTextureAndColor: {
  49343. texture: Nullable<BaseTexture>;
  49344. color: Color4;
  49345. };
  49346. /**
  49347. * The name of the layer
  49348. */
  49349. name: string;
  49350. /**
  49351. * The clear color of the texture used to generate the glow map.
  49352. */
  49353. neutralColor: Color4;
  49354. /**
  49355. * Specifies wether the highlight layer is enabled or not.
  49356. */
  49357. isEnabled: boolean;
  49358. /**
  49359. * Gets the camera attached to the layer.
  49360. */
  49361. readonly camera: Nullable<Camera>;
  49362. /**
  49363. * Gets the rendering group id the layer should render in.
  49364. */
  49365. renderingGroupId: number;
  49366. /**
  49367. * An event triggered when the effect layer has been disposed.
  49368. */
  49369. onDisposeObservable: Observable<EffectLayer>;
  49370. /**
  49371. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  49372. */
  49373. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  49374. /**
  49375. * An event triggered when the generated texture is being merged in the scene.
  49376. */
  49377. onBeforeComposeObservable: Observable<EffectLayer>;
  49378. /**
  49379. * An event triggered when the generated texture has been merged in the scene.
  49380. */
  49381. onAfterComposeObservable: Observable<EffectLayer>;
  49382. /**
  49383. * An event triggered when the efffect layer changes its size.
  49384. */
  49385. onSizeChangedObservable: Observable<EffectLayer>;
  49386. /** @hidden */
  49387. static _SceneComponentInitialization: (scene: Scene) => void;
  49388. /**
  49389. * Instantiates a new effect Layer and references it in the scene.
  49390. * @param name The name of the layer
  49391. * @param scene The scene to use the layer in
  49392. */
  49393. constructor(
  49394. /** The Friendly of the effect in the scene */
  49395. name: string, scene: Scene);
  49396. /**
  49397. * Get the effect name of the layer.
  49398. * @return The effect name
  49399. */
  49400. abstract getEffectName(): string;
  49401. /**
  49402. * Checks for the readiness of the element composing the layer.
  49403. * @param subMesh the mesh to check for
  49404. * @param useInstances specify wether or not to use instances to render the mesh
  49405. * @return true if ready otherwise, false
  49406. */
  49407. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  49408. /**
  49409. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  49410. * @returns true if the effect requires stencil during the main canvas render pass.
  49411. */
  49412. abstract needStencil(): boolean;
  49413. /**
  49414. * Create the merge effect. This is the shader use to blit the information back
  49415. * to the main canvas at the end of the scene rendering.
  49416. * @returns The effect containing the shader used to merge the effect on the main canvas
  49417. */
  49418. protected abstract _createMergeEffect(): Effect;
  49419. /**
  49420. * Creates the render target textures and post processes used in the effect layer.
  49421. */
  49422. protected abstract _createTextureAndPostProcesses(): void;
  49423. /**
  49424. * Implementation specific of rendering the generating effect on the main canvas.
  49425. * @param effect The effect used to render through
  49426. */
  49427. protected abstract _internalRender(effect: Effect): void;
  49428. /**
  49429. * Sets the required values for both the emissive texture and and the main color.
  49430. */
  49431. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  49432. /**
  49433. * Free any resources and references associated to a mesh.
  49434. * Internal use
  49435. * @param mesh The mesh to free.
  49436. */
  49437. abstract _disposeMesh(mesh: Mesh): void;
  49438. /**
  49439. * Serializes this layer (Glow or Highlight for example)
  49440. * @returns a serialized layer object
  49441. */
  49442. abstract serialize?(): any;
  49443. /**
  49444. * Initializes the effect layer with the required options.
  49445. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  49446. */
  49447. protected _init(options: Partial<IEffectLayerOptions>): void;
  49448. /**
  49449. * Generates the index buffer of the full screen quad blending to the main canvas.
  49450. */
  49451. private _generateIndexBuffer;
  49452. /**
  49453. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  49454. */
  49455. private _generateVertexBuffer;
  49456. /**
  49457. * Sets the main texture desired size which is the closest power of two
  49458. * of the engine canvas size.
  49459. */
  49460. private _setMainTextureSize;
  49461. /**
  49462. * Creates the main texture for the effect layer.
  49463. */
  49464. protected _createMainTexture(): void;
  49465. /**
  49466. * Adds specific effects defines.
  49467. * @param defines The defines to add specifics to.
  49468. */
  49469. protected _addCustomEffectDefines(defines: string[]): void;
  49470. /**
  49471. * Checks for the readiness of the element composing the layer.
  49472. * @param subMesh the mesh to check for
  49473. * @param useInstances specify wether or not to use instances to render the mesh
  49474. * @param emissiveTexture the associated emissive texture used to generate the glow
  49475. * @return true if ready otherwise, false
  49476. */
  49477. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  49478. /**
  49479. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  49480. */
  49481. render(): void;
  49482. /**
  49483. * Determine if a given mesh will be used in the current effect.
  49484. * @param mesh mesh to test
  49485. * @returns true if the mesh will be used
  49486. */
  49487. hasMesh(mesh: AbstractMesh): boolean;
  49488. /**
  49489. * Returns true if the layer contains information to display, otherwise false.
  49490. * @returns true if the glow layer should be rendered
  49491. */
  49492. shouldRender(): boolean;
  49493. /**
  49494. * Returns true if the mesh should render, otherwise false.
  49495. * @param mesh The mesh to render
  49496. * @returns true if it should render otherwise false
  49497. */
  49498. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  49499. /**
  49500. * Returns true if the mesh can be rendered, otherwise false.
  49501. * @param mesh The mesh to render
  49502. * @param material The material used on the mesh
  49503. * @returns true if it can be rendered otherwise false
  49504. */
  49505. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  49506. /**
  49507. * Returns true if the mesh should render, otherwise false.
  49508. * @param mesh The mesh to render
  49509. * @returns true if it should render otherwise false
  49510. */
  49511. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  49512. /**
  49513. * Renders the submesh passed in parameter to the generation map.
  49514. */
  49515. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  49516. /**
  49517. * Rebuild the required buffers.
  49518. * @hidden Internal use only.
  49519. */
  49520. _rebuild(): void;
  49521. /**
  49522. * Dispose only the render target textures and post process.
  49523. */
  49524. private _disposeTextureAndPostProcesses;
  49525. /**
  49526. * Dispose the highlight layer and free resources.
  49527. */
  49528. dispose(): void;
  49529. /**
  49530. * Gets the class name of the effect layer
  49531. * @returns the string with the class name of the effect layer
  49532. */
  49533. getClassName(): string;
  49534. /**
  49535. * Creates an effect layer from parsed effect layer data
  49536. * @param parsedEffectLayer defines effect layer data
  49537. * @param scene defines the current scene
  49538. * @param rootUrl defines the root URL containing the effect layer information
  49539. * @returns a parsed effect Layer
  49540. */
  49541. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  49542. }
  49543. }
  49544. declare module BABYLON {
  49545. interface AbstractScene {
  49546. /**
  49547. * The list of effect layers (highlights/glow) added to the scene
  49548. * @see http://doc.babylonjs.com/how_to/highlight_layer
  49549. * @see http://doc.babylonjs.com/how_to/glow_layer
  49550. */
  49551. effectLayers: Array<EffectLayer>;
  49552. /**
  49553. * Removes the given effect layer from this scene.
  49554. * @param toRemove defines the effect layer to remove
  49555. * @returns the index of the removed effect layer
  49556. */
  49557. removeEffectLayer(toRemove: EffectLayer): number;
  49558. /**
  49559. * Adds the given effect layer to this scene
  49560. * @param newEffectLayer defines the effect layer to add
  49561. */
  49562. addEffectLayer(newEffectLayer: EffectLayer): void;
  49563. }
  49564. /**
  49565. * Defines the layer scene component responsible to manage any effect layers
  49566. * in a given scene.
  49567. */
  49568. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  49569. /**
  49570. * The component name helpfull to identify the component in the list of scene components.
  49571. */
  49572. readonly name: string;
  49573. /**
  49574. * The scene the component belongs to.
  49575. */
  49576. scene: Scene;
  49577. private _engine;
  49578. private _renderEffects;
  49579. private _needStencil;
  49580. private _previousStencilState;
  49581. /**
  49582. * Creates a new instance of the component for the given scene
  49583. * @param scene Defines the scene to register the component in
  49584. */
  49585. constructor(scene: Scene);
  49586. /**
  49587. * Registers the component in a given scene
  49588. */
  49589. register(): void;
  49590. /**
  49591. * Rebuilds the elements related to this component in case of
  49592. * context lost for instance.
  49593. */
  49594. rebuild(): void;
  49595. /**
  49596. * Serializes the component data to the specified json object
  49597. * @param serializationObject The object to serialize to
  49598. */
  49599. serialize(serializationObject: any): void;
  49600. /**
  49601. * Adds all the elements from the container to the scene
  49602. * @param container the container holding the elements
  49603. */
  49604. addFromContainer(container: AbstractScene): void;
  49605. /**
  49606. * Removes all the elements in the container from the scene
  49607. * @param container contains the elements to remove
  49608. * @param dispose if the removed element should be disposed (default: false)
  49609. */
  49610. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  49611. /**
  49612. * Disposes the component and the associated ressources.
  49613. */
  49614. dispose(): void;
  49615. private _isReadyForMesh;
  49616. private _renderMainTexture;
  49617. private _setStencil;
  49618. private _setStencilBack;
  49619. private _draw;
  49620. private _drawCamera;
  49621. private _drawRenderingGroup;
  49622. }
  49623. }
  49624. declare module BABYLON {
  49625. /** @hidden */
  49626. export var glowMapMergePixelShader: {
  49627. name: string;
  49628. shader: string;
  49629. };
  49630. }
  49631. declare module BABYLON {
  49632. /** @hidden */
  49633. export var glowMapMergeVertexShader: {
  49634. name: string;
  49635. shader: string;
  49636. };
  49637. }
  49638. declare module BABYLON {
  49639. interface AbstractScene {
  49640. /**
  49641. * Return a the first highlight layer of the scene with a given name.
  49642. * @param name The name of the highlight layer to look for.
  49643. * @return The highlight layer if found otherwise null.
  49644. */
  49645. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  49646. }
  49647. /**
  49648. * Glow layer options. This helps customizing the behaviour
  49649. * of the glow layer.
  49650. */
  49651. export interface IGlowLayerOptions {
  49652. /**
  49653. * Multiplication factor apply to the canvas size to compute the render target size
  49654. * used to generated the glowing objects (the smaller the faster).
  49655. */
  49656. mainTextureRatio: number;
  49657. /**
  49658. * Enforces a fixed size texture to ensure resize independant blur.
  49659. */
  49660. mainTextureFixedSize?: number;
  49661. /**
  49662. * How big is the kernel of the blur texture.
  49663. */
  49664. blurKernelSize: number;
  49665. /**
  49666. * The camera attached to the layer.
  49667. */
  49668. camera: Nullable<Camera>;
  49669. /**
  49670. * Enable MSAA by chosing the number of samples.
  49671. */
  49672. mainTextureSamples?: number;
  49673. /**
  49674. * The rendering group to draw the layer in.
  49675. */
  49676. renderingGroupId: number;
  49677. }
  49678. /**
  49679. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  49680. *
  49681. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  49682. * glowy meshes to your scene.
  49683. *
  49684. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  49685. */
  49686. export class GlowLayer extends EffectLayer {
  49687. /**
  49688. * Effect Name of the layer.
  49689. */
  49690. static readonly EffectName: string;
  49691. /**
  49692. * The default blur kernel size used for the glow.
  49693. */
  49694. static DefaultBlurKernelSize: number;
  49695. /**
  49696. * The default texture size ratio used for the glow.
  49697. */
  49698. static DefaultTextureRatio: number;
  49699. /**
  49700. * Sets the kernel size of the blur.
  49701. */
  49702. /**
  49703. * Gets the kernel size of the blur.
  49704. */
  49705. blurKernelSize: number;
  49706. /**
  49707. * Sets the glow intensity.
  49708. */
  49709. /**
  49710. * Gets the glow intensity.
  49711. */
  49712. intensity: number;
  49713. private _options;
  49714. private _intensity;
  49715. private _horizontalBlurPostprocess1;
  49716. private _verticalBlurPostprocess1;
  49717. private _horizontalBlurPostprocess2;
  49718. private _verticalBlurPostprocess2;
  49719. private _blurTexture1;
  49720. private _blurTexture2;
  49721. private _postProcesses1;
  49722. private _postProcesses2;
  49723. private _includedOnlyMeshes;
  49724. private _excludedMeshes;
  49725. /**
  49726. * Callback used to let the user override the color selection on a per mesh basis
  49727. */
  49728. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  49729. /**
  49730. * Callback used to let the user override the texture selection on a per mesh basis
  49731. */
  49732. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  49733. /**
  49734. * Instantiates a new glow Layer and references it to the scene.
  49735. * @param name The name of the layer
  49736. * @param scene The scene to use the layer in
  49737. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  49738. */
  49739. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  49740. /**
  49741. * Get the effect name of the layer.
  49742. * @return The effect name
  49743. */
  49744. getEffectName(): string;
  49745. /**
  49746. * Create the merge effect. This is the shader use to blit the information back
  49747. * to the main canvas at the end of the scene rendering.
  49748. */
  49749. protected _createMergeEffect(): Effect;
  49750. /**
  49751. * Creates the render target textures and post processes used in the glow layer.
  49752. */
  49753. protected _createTextureAndPostProcesses(): void;
  49754. /**
  49755. * Checks for the readiness of the element composing the layer.
  49756. * @param subMesh the mesh to check for
  49757. * @param useInstances specify wether or not to use instances to render the mesh
  49758. * @param emissiveTexture the associated emissive texture used to generate the glow
  49759. * @return true if ready otherwise, false
  49760. */
  49761. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  49762. /**
  49763. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  49764. */
  49765. needStencil(): boolean;
  49766. /**
  49767. * Returns true if the mesh can be rendered, otherwise false.
  49768. * @param mesh The mesh to render
  49769. * @param material The material used on the mesh
  49770. * @returns true if it can be rendered otherwise false
  49771. */
  49772. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  49773. /**
  49774. * Implementation specific of rendering the generating effect on the main canvas.
  49775. * @param effect The effect used to render through
  49776. */
  49777. protected _internalRender(effect: Effect): void;
  49778. /**
  49779. * Sets the required values for both the emissive texture and and the main color.
  49780. */
  49781. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  49782. /**
  49783. * Returns true if the mesh should render, otherwise false.
  49784. * @param mesh The mesh to render
  49785. * @returns true if it should render otherwise false
  49786. */
  49787. protected _shouldRenderMesh(mesh: Mesh): boolean;
  49788. /**
  49789. * Adds specific effects defines.
  49790. * @param defines The defines to add specifics to.
  49791. */
  49792. protected _addCustomEffectDefines(defines: string[]): void;
  49793. /**
  49794. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  49795. * @param mesh The mesh to exclude from the glow layer
  49796. */
  49797. addExcludedMesh(mesh: Mesh): void;
  49798. /**
  49799. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  49800. * @param mesh The mesh to remove
  49801. */
  49802. removeExcludedMesh(mesh: Mesh): void;
  49803. /**
  49804. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  49805. * @param mesh The mesh to include in the glow layer
  49806. */
  49807. addIncludedOnlyMesh(mesh: Mesh): void;
  49808. /**
  49809. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  49810. * @param mesh The mesh to remove
  49811. */
  49812. removeIncludedOnlyMesh(mesh: Mesh): void;
  49813. /**
  49814. * Determine if a given mesh will be used in the glow layer
  49815. * @param mesh The mesh to test
  49816. * @returns true if the mesh will be highlighted by the current glow layer
  49817. */
  49818. hasMesh(mesh: AbstractMesh): boolean;
  49819. /**
  49820. * Free any resources and references associated to a mesh.
  49821. * Internal use
  49822. * @param mesh The mesh to free.
  49823. * @hidden
  49824. */
  49825. _disposeMesh(mesh: Mesh): void;
  49826. /**
  49827. * Gets the class name of the effect layer
  49828. * @returns the string with the class name of the effect layer
  49829. */
  49830. getClassName(): string;
  49831. /**
  49832. * Serializes this glow layer
  49833. * @returns a serialized glow layer object
  49834. */
  49835. serialize(): any;
  49836. /**
  49837. * Creates a Glow Layer from parsed glow layer data
  49838. * @param parsedGlowLayer defines glow layer data
  49839. * @param scene defines the current scene
  49840. * @param rootUrl defines the root URL containing the glow layer information
  49841. * @returns a parsed Glow Layer
  49842. */
  49843. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  49844. }
  49845. }
  49846. declare module BABYLON {
  49847. /** @hidden */
  49848. export var glowBlurPostProcessPixelShader: {
  49849. name: string;
  49850. shader: string;
  49851. };
  49852. }
  49853. declare module BABYLON {
  49854. interface AbstractScene {
  49855. /**
  49856. * Return a the first highlight layer of the scene with a given name.
  49857. * @param name The name of the highlight layer to look for.
  49858. * @return The highlight layer if found otherwise null.
  49859. */
  49860. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  49861. }
  49862. /**
  49863. * Highlight layer options. This helps customizing the behaviour
  49864. * of the highlight layer.
  49865. */
  49866. export interface IHighlightLayerOptions {
  49867. /**
  49868. * Multiplication factor apply to the canvas size to compute the render target size
  49869. * used to generated the glowing objects (the smaller the faster).
  49870. */
  49871. mainTextureRatio: number;
  49872. /**
  49873. * Enforces a fixed size texture to ensure resize independant blur.
  49874. */
  49875. mainTextureFixedSize?: number;
  49876. /**
  49877. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  49878. * of the picture to blur (the smaller the faster).
  49879. */
  49880. blurTextureSizeRatio: number;
  49881. /**
  49882. * How big in texel of the blur texture is the vertical blur.
  49883. */
  49884. blurVerticalSize: number;
  49885. /**
  49886. * How big in texel of the blur texture is the horizontal blur.
  49887. */
  49888. blurHorizontalSize: number;
  49889. /**
  49890. * Alpha blending mode used to apply the blur. Default is combine.
  49891. */
  49892. alphaBlendingMode: number;
  49893. /**
  49894. * The camera attached to the layer.
  49895. */
  49896. camera: Nullable<Camera>;
  49897. /**
  49898. * Should we display highlight as a solid stroke?
  49899. */
  49900. isStroke?: boolean;
  49901. /**
  49902. * The rendering group to draw the layer in.
  49903. */
  49904. renderingGroupId: number;
  49905. }
  49906. /**
  49907. * The highlight layer Helps adding a glow effect around a mesh.
  49908. *
  49909. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  49910. * glowy meshes to your scene.
  49911. *
  49912. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  49913. */
  49914. export class HighlightLayer extends EffectLayer {
  49915. name: string;
  49916. /**
  49917. * Effect Name of the highlight layer.
  49918. */
  49919. static readonly EffectName: string;
  49920. /**
  49921. * The neutral color used during the preparation of the glow effect.
  49922. * This is black by default as the blend operation is a blend operation.
  49923. */
  49924. static NeutralColor: Color4;
  49925. /**
  49926. * Stencil value used for glowing meshes.
  49927. */
  49928. static GlowingMeshStencilReference: number;
  49929. /**
  49930. * Stencil value used for the other meshes in the scene.
  49931. */
  49932. static NormalMeshStencilReference: number;
  49933. /**
  49934. * Specifies whether or not the inner glow is ACTIVE in the layer.
  49935. */
  49936. innerGlow: boolean;
  49937. /**
  49938. * Specifies whether or not the outer glow is ACTIVE in the layer.
  49939. */
  49940. outerGlow: boolean;
  49941. /**
  49942. * Specifies the horizontal size of the blur.
  49943. */
  49944. /**
  49945. * Gets the horizontal size of the blur.
  49946. */
  49947. blurHorizontalSize: number;
  49948. /**
  49949. * Specifies the vertical size of the blur.
  49950. */
  49951. /**
  49952. * Gets the vertical size of the blur.
  49953. */
  49954. blurVerticalSize: number;
  49955. /**
  49956. * An event triggered when the highlight layer is being blurred.
  49957. */
  49958. onBeforeBlurObservable: Observable<HighlightLayer>;
  49959. /**
  49960. * An event triggered when the highlight layer has been blurred.
  49961. */
  49962. onAfterBlurObservable: Observable<HighlightLayer>;
  49963. private _instanceGlowingMeshStencilReference;
  49964. private _options;
  49965. private _downSamplePostprocess;
  49966. private _horizontalBlurPostprocess;
  49967. private _verticalBlurPostprocess;
  49968. private _blurTexture;
  49969. private _meshes;
  49970. private _excludedMeshes;
  49971. /**
  49972. * Instantiates a new highlight Layer and references it to the scene..
  49973. * @param name The name of the layer
  49974. * @param scene The scene to use the layer in
  49975. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  49976. */
  49977. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  49978. /**
  49979. * Get the effect name of the layer.
  49980. * @return The effect name
  49981. */
  49982. getEffectName(): string;
  49983. /**
  49984. * Create the merge effect. This is the shader use to blit the information back
  49985. * to the main canvas at the end of the scene rendering.
  49986. */
  49987. protected _createMergeEffect(): Effect;
  49988. /**
  49989. * Creates the render target textures and post processes used in the highlight layer.
  49990. */
  49991. protected _createTextureAndPostProcesses(): void;
  49992. /**
  49993. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  49994. */
  49995. needStencil(): boolean;
  49996. /**
  49997. * Checks for the readiness of the element composing the layer.
  49998. * @param subMesh the mesh to check for
  49999. * @param useInstances specify wether or not to use instances to render the mesh
  50000. * @param emissiveTexture the associated emissive texture used to generate the glow
  50001. * @return true if ready otherwise, false
  50002. */
  50003. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50004. /**
  50005. * Implementation specific of rendering the generating effect on the main canvas.
  50006. * @param effect The effect used to render through
  50007. */
  50008. protected _internalRender(effect: Effect): void;
  50009. /**
  50010. * Returns true if the layer contains information to display, otherwise false.
  50011. */
  50012. shouldRender(): boolean;
  50013. /**
  50014. * Returns true if the mesh should render, otherwise false.
  50015. * @param mesh The mesh to render
  50016. * @returns true if it should render otherwise false
  50017. */
  50018. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50019. /**
  50020. * Sets the required values for both the emissive texture and and the main color.
  50021. */
  50022. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50023. /**
  50024. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50025. * @param mesh The mesh to exclude from the highlight layer
  50026. */
  50027. addExcludedMesh(mesh: Mesh): void;
  50028. /**
  50029. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50030. * @param mesh The mesh to highlight
  50031. */
  50032. removeExcludedMesh(mesh: Mesh): void;
  50033. /**
  50034. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50035. * @param mesh mesh to test
  50036. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50037. */
  50038. hasMesh(mesh: AbstractMesh): boolean;
  50039. /**
  50040. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50041. * @param mesh The mesh to highlight
  50042. * @param color The color of the highlight
  50043. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50044. */
  50045. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50046. /**
  50047. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50048. * @param mesh The mesh to highlight
  50049. */
  50050. removeMesh(mesh: Mesh): void;
  50051. /**
  50052. * Force the stencil to the normal expected value for none glowing parts
  50053. */
  50054. private _defaultStencilReference;
  50055. /**
  50056. * Free any resources and references associated to a mesh.
  50057. * Internal use
  50058. * @param mesh The mesh to free.
  50059. * @hidden
  50060. */
  50061. _disposeMesh(mesh: Mesh): void;
  50062. /**
  50063. * Dispose the highlight layer and free resources.
  50064. */
  50065. dispose(): void;
  50066. /**
  50067. * Gets the class name of the effect layer
  50068. * @returns the string with the class name of the effect layer
  50069. */
  50070. getClassName(): string;
  50071. /**
  50072. * Serializes this Highlight layer
  50073. * @returns a serialized Highlight layer object
  50074. */
  50075. serialize(): any;
  50076. /**
  50077. * Creates a Highlight layer from parsed Highlight layer data
  50078. * @param parsedHightlightLayer defines the Highlight layer data
  50079. * @param scene defines the current scene
  50080. * @param rootUrl defines the root URL containing the Highlight layer information
  50081. * @returns a parsed Highlight layer
  50082. */
  50083. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50084. }
  50085. }
  50086. declare module BABYLON {
  50087. interface AbstractScene {
  50088. /**
  50089. * The list of layers (background and foreground) of the scene
  50090. */
  50091. layers: Array<Layer>;
  50092. }
  50093. /**
  50094. * Defines the layer scene component responsible to manage any layers
  50095. * in a given scene.
  50096. */
  50097. export class LayerSceneComponent implements ISceneComponent {
  50098. /**
  50099. * The component name helpfull to identify the component in the list of scene components.
  50100. */
  50101. readonly name: string;
  50102. /**
  50103. * The scene the component belongs to.
  50104. */
  50105. scene: Scene;
  50106. private _engine;
  50107. /**
  50108. * Creates a new instance of the component for the given scene
  50109. * @param scene Defines the scene to register the component in
  50110. */
  50111. constructor(scene: Scene);
  50112. /**
  50113. * Registers the component in a given scene
  50114. */
  50115. register(): void;
  50116. /**
  50117. * Rebuilds the elements related to this component in case of
  50118. * context lost for instance.
  50119. */
  50120. rebuild(): void;
  50121. /**
  50122. * Disposes the component and the associated ressources.
  50123. */
  50124. dispose(): void;
  50125. private _draw;
  50126. private _drawCameraPredicate;
  50127. private _drawCameraBackground;
  50128. private _drawCameraForeground;
  50129. private _drawRenderTargetPredicate;
  50130. private _drawRenderTargetBackground;
  50131. private _drawRenderTargetForeground;
  50132. /**
  50133. * Adds all the elements from the container to the scene
  50134. * @param container the container holding the elements
  50135. */
  50136. addFromContainer(container: AbstractScene): void;
  50137. /**
  50138. * Removes all the elements in the container from the scene
  50139. * @param container contains the elements to remove
  50140. * @param dispose if the removed element should be disposed (default: false)
  50141. */
  50142. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50143. }
  50144. }
  50145. declare module BABYLON {
  50146. /** @hidden */
  50147. export var layerPixelShader: {
  50148. name: string;
  50149. shader: string;
  50150. };
  50151. }
  50152. declare module BABYLON {
  50153. /** @hidden */
  50154. export var layerVertexShader: {
  50155. name: string;
  50156. shader: string;
  50157. };
  50158. }
  50159. declare module BABYLON {
  50160. /**
  50161. * This represents a full screen 2d layer.
  50162. * This can be useful to display a picture in the background of your scene for instance.
  50163. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50164. */
  50165. export class Layer {
  50166. /**
  50167. * Define the name of the layer.
  50168. */
  50169. name: string;
  50170. /**
  50171. * Define the texture the layer should display.
  50172. */
  50173. texture: Nullable<Texture>;
  50174. /**
  50175. * Is the layer in background or foreground.
  50176. */
  50177. isBackground: boolean;
  50178. /**
  50179. * Define the color of the layer (instead of texture).
  50180. */
  50181. color: Color4;
  50182. /**
  50183. * Define the scale of the layer in order to zoom in out of the texture.
  50184. */
  50185. scale: Vector2;
  50186. /**
  50187. * Define an offset for the layer in order to shift the texture.
  50188. */
  50189. offset: Vector2;
  50190. /**
  50191. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50192. */
  50193. alphaBlendingMode: number;
  50194. /**
  50195. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50196. * Alpha test will not mix with the background color in case of transparency.
  50197. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50198. */
  50199. alphaTest: boolean;
  50200. /**
  50201. * Define a mask to restrict the layer to only some of the scene cameras.
  50202. */
  50203. layerMask: number;
  50204. /**
  50205. * Define the list of render target the layer is visible into.
  50206. */
  50207. renderTargetTextures: RenderTargetTexture[];
  50208. /**
  50209. * Define if the layer is only used in renderTarget or if it also
  50210. * renders in the main frame buffer of the canvas.
  50211. */
  50212. renderOnlyInRenderTargetTextures: boolean;
  50213. private _scene;
  50214. private _vertexBuffers;
  50215. private _indexBuffer;
  50216. private _effect;
  50217. private _alphaTestEffect;
  50218. /**
  50219. * An event triggered when the layer is disposed.
  50220. */
  50221. onDisposeObservable: Observable<Layer>;
  50222. private _onDisposeObserver;
  50223. /**
  50224. * Back compatibility with callback before the onDisposeObservable existed.
  50225. * The set callback will be triggered when the layer has been disposed.
  50226. */
  50227. onDispose: () => void;
  50228. /**
  50229. * An event triggered before rendering the scene
  50230. */
  50231. onBeforeRenderObservable: Observable<Layer>;
  50232. private _onBeforeRenderObserver;
  50233. /**
  50234. * Back compatibility with callback before the onBeforeRenderObservable existed.
  50235. * The set callback will be triggered just before rendering the layer.
  50236. */
  50237. onBeforeRender: () => void;
  50238. /**
  50239. * An event triggered after rendering the scene
  50240. */
  50241. onAfterRenderObservable: Observable<Layer>;
  50242. private _onAfterRenderObserver;
  50243. /**
  50244. * Back compatibility with callback before the onAfterRenderObservable existed.
  50245. * The set callback will be triggered just after rendering the layer.
  50246. */
  50247. onAfterRender: () => void;
  50248. /**
  50249. * Instantiates a new layer.
  50250. * This represents a full screen 2d layer.
  50251. * This can be useful to display a picture in the background of your scene for instance.
  50252. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50253. * @param name Define the name of the layer in the scene
  50254. * @param imgUrl Define the url of the texture to display in the layer
  50255. * @param scene Define the scene the layer belongs to
  50256. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  50257. * @param color Defines a color for the layer
  50258. */
  50259. constructor(
  50260. /**
  50261. * Define the name of the layer.
  50262. */
  50263. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  50264. private _createIndexBuffer;
  50265. /** @hidden */
  50266. _rebuild(): void;
  50267. /**
  50268. * Renders the layer in the scene.
  50269. */
  50270. render(): void;
  50271. /**
  50272. * Disposes and releases the associated ressources.
  50273. */
  50274. dispose(): void;
  50275. }
  50276. }
  50277. declare module BABYLON {
  50278. /** @hidden */
  50279. export var lensFlarePixelShader: {
  50280. name: string;
  50281. shader: string;
  50282. };
  50283. }
  50284. declare module BABYLON {
  50285. /** @hidden */
  50286. export var lensFlareVertexShader: {
  50287. name: string;
  50288. shader: string;
  50289. };
  50290. }
  50291. declare module BABYLON {
  50292. /**
  50293. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  50294. * It is usually composed of several `lensFlare`.
  50295. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50296. */
  50297. export class LensFlareSystem {
  50298. /**
  50299. * Define the name of the lens flare system
  50300. */
  50301. name: string;
  50302. /**
  50303. * List of lens flares used in this system.
  50304. */
  50305. lensFlares: LensFlare[];
  50306. /**
  50307. * Define a limit from the border the lens flare can be visible.
  50308. */
  50309. borderLimit: number;
  50310. /**
  50311. * Define a viewport border we do not want to see the lens flare in.
  50312. */
  50313. viewportBorder: number;
  50314. /**
  50315. * Define a predicate which could limit the list of meshes able to occlude the effect.
  50316. */
  50317. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  50318. /**
  50319. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  50320. */
  50321. layerMask: number;
  50322. /**
  50323. * Define the id of the lens flare system in the scene.
  50324. * (equal to name by default)
  50325. */
  50326. id: string;
  50327. private _scene;
  50328. private _emitter;
  50329. private _vertexBuffers;
  50330. private _indexBuffer;
  50331. private _effect;
  50332. private _positionX;
  50333. private _positionY;
  50334. private _isEnabled;
  50335. /** @hidden */
  50336. static _SceneComponentInitialization: (scene: Scene) => void;
  50337. /**
  50338. * Instantiates a lens flare system.
  50339. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  50340. * It is usually composed of several `lensFlare`.
  50341. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50342. * @param name Define the name of the lens flare system in the scene
  50343. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  50344. * @param scene Define the scene the lens flare system belongs to
  50345. */
  50346. constructor(
  50347. /**
  50348. * Define the name of the lens flare system
  50349. */
  50350. name: string, emitter: any, scene: Scene);
  50351. /**
  50352. * Define if the lens flare system is enabled.
  50353. */
  50354. isEnabled: boolean;
  50355. /**
  50356. * Get the scene the effects belongs to.
  50357. * @returns the scene holding the lens flare system
  50358. */
  50359. getScene(): Scene;
  50360. /**
  50361. * Get the emitter of the lens flare system.
  50362. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  50363. * @returns the emitter of the lens flare system
  50364. */
  50365. getEmitter(): any;
  50366. /**
  50367. * Set the emitter of the lens flare system.
  50368. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  50369. * @param newEmitter Define the new emitter of the system
  50370. */
  50371. setEmitter(newEmitter: any): void;
  50372. /**
  50373. * Get the lens flare system emitter position.
  50374. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  50375. * @returns the position
  50376. */
  50377. getEmitterPosition(): Vector3;
  50378. /**
  50379. * @hidden
  50380. */
  50381. computeEffectivePosition(globalViewport: Viewport): boolean;
  50382. /** @hidden */
  50383. _isVisible(): boolean;
  50384. /**
  50385. * @hidden
  50386. */
  50387. render(): boolean;
  50388. /**
  50389. * Dispose and release the lens flare with its associated resources.
  50390. */
  50391. dispose(): void;
  50392. /**
  50393. * Parse a lens flare system from a JSON repressentation
  50394. * @param parsedLensFlareSystem Define the JSON to parse
  50395. * @param scene Define the scene the parsed system should be instantiated in
  50396. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  50397. * @returns the parsed system
  50398. */
  50399. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  50400. /**
  50401. * Serialize the current Lens Flare System into a JSON representation.
  50402. * @returns the serialized JSON
  50403. */
  50404. serialize(): any;
  50405. }
  50406. }
  50407. declare module BABYLON {
  50408. /**
  50409. * This represents one of the lens effect in a `lensFlareSystem`.
  50410. * It controls one of the indiviual texture used in the effect.
  50411. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50412. */
  50413. export class LensFlare {
  50414. /**
  50415. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  50416. */
  50417. size: number;
  50418. /**
  50419. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  50420. */
  50421. position: number;
  50422. /**
  50423. * Define the lens color.
  50424. */
  50425. color: Color3;
  50426. /**
  50427. * Define the lens texture.
  50428. */
  50429. texture: Nullable<Texture>;
  50430. /**
  50431. * Define the alpha mode to render this particular lens.
  50432. */
  50433. alphaMode: number;
  50434. private _system;
  50435. /**
  50436. * Creates a new Lens Flare.
  50437. * This represents one of the lens effect in a `lensFlareSystem`.
  50438. * It controls one of the indiviual texture used in the effect.
  50439. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50440. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  50441. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  50442. * @param color Define the lens color
  50443. * @param imgUrl Define the lens texture url
  50444. * @param system Define the `lensFlareSystem` this flare is part of
  50445. * @returns The newly created Lens Flare
  50446. */
  50447. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  50448. /**
  50449. * Instantiates a new Lens Flare.
  50450. * This represents one of the lens effect in a `lensFlareSystem`.
  50451. * It controls one of the indiviual texture used in the effect.
  50452. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50453. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  50454. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  50455. * @param color Define the lens color
  50456. * @param imgUrl Define the lens texture url
  50457. * @param system Define the `lensFlareSystem` this flare is part of
  50458. */
  50459. constructor(
  50460. /**
  50461. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  50462. */
  50463. size: number,
  50464. /**
  50465. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  50466. */
  50467. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  50468. /**
  50469. * Dispose and release the lens flare with its associated resources.
  50470. */
  50471. dispose(): void;
  50472. }
  50473. }
  50474. declare module BABYLON {
  50475. interface AbstractScene {
  50476. /**
  50477. * The list of lens flare system added to the scene
  50478. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  50479. */
  50480. lensFlareSystems: Array<LensFlareSystem>;
  50481. /**
  50482. * Removes the given lens flare system from this scene.
  50483. * @param toRemove The lens flare system to remove
  50484. * @returns The index of the removed lens flare system
  50485. */
  50486. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  50487. /**
  50488. * Adds the given lens flare system to this scene
  50489. * @param newLensFlareSystem The lens flare system to add
  50490. */
  50491. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  50492. /**
  50493. * Gets a lens flare system using its name
  50494. * @param name defines the name to look for
  50495. * @returns the lens flare system or null if not found
  50496. */
  50497. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  50498. /**
  50499. * Gets a lens flare system using its id
  50500. * @param id defines the id to look for
  50501. * @returns the lens flare system or null if not found
  50502. */
  50503. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  50504. }
  50505. /**
  50506. * Defines the lens flare scene component responsible to manage any lens flares
  50507. * in a given scene.
  50508. */
  50509. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  50510. /**
  50511. * The component name helpfull to identify the component in the list of scene components.
  50512. */
  50513. readonly name: string;
  50514. /**
  50515. * The scene the component belongs to.
  50516. */
  50517. scene: Scene;
  50518. /**
  50519. * Creates a new instance of the component for the given scene
  50520. * @param scene Defines the scene to register the component in
  50521. */
  50522. constructor(scene: Scene);
  50523. /**
  50524. * Registers the component in a given scene
  50525. */
  50526. register(): void;
  50527. /**
  50528. * Rebuilds the elements related to this component in case of
  50529. * context lost for instance.
  50530. */
  50531. rebuild(): void;
  50532. /**
  50533. * Adds all the elements from the container to the scene
  50534. * @param container the container holding the elements
  50535. */
  50536. addFromContainer(container: AbstractScene): void;
  50537. /**
  50538. * Removes all the elements in the container from the scene
  50539. * @param container contains the elements to remove
  50540. * @param dispose if the removed element should be disposed (default: false)
  50541. */
  50542. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50543. /**
  50544. * Serializes the component data to the specified json object
  50545. * @param serializationObject The object to serialize to
  50546. */
  50547. serialize(serializationObject: any): void;
  50548. /**
  50549. * Disposes the component and the associated ressources.
  50550. */
  50551. dispose(): void;
  50552. private _draw;
  50553. }
  50554. }
  50555. declare module BABYLON {
  50556. /**
  50557. * Defines the shadow generator component responsible to manage any shadow generators
  50558. * in a given scene.
  50559. */
  50560. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  50561. /**
  50562. * The component name helpfull to identify the component in the list of scene components.
  50563. */
  50564. readonly name: string;
  50565. /**
  50566. * The scene the component belongs to.
  50567. */
  50568. scene: Scene;
  50569. /**
  50570. * Creates a new instance of the component for the given scene
  50571. * @param scene Defines the scene to register the component in
  50572. */
  50573. constructor(scene: Scene);
  50574. /**
  50575. * Registers the component in a given scene
  50576. */
  50577. register(): void;
  50578. /**
  50579. * Rebuilds the elements related to this component in case of
  50580. * context lost for instance.
  50581. */
  50582. rebuild(): void;
  50583. /**
  50584. * Serializes the component data to the specified json object
  50585. * @param serializationObject The object to serialize to
  50586. */
  50587. serialize(serializationObject: any): void;
  50588. /**
  50589. * Adds all the elements from the container to the scene
  50590. * @param container the container holding the elements
  50591. */
  50592. addFromContainer(container: AbstractScene): void;
  50593. /**
  50594. * Removes all the elements in the container from the scene
  50595. * @param container contains the elements to remove
  50596. * @param dispose if the removed element should be disposed (default: false)
  50597. */
  50598. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50599. /**
  50600. * Rebuilds the elements related to this component in case of
  50601. * context lost for instance.
  50602. */
  50603. dispose(): void;
  50604. private _gatherRenderTargets;
  50605. }
  50606. }
  50607. declare module BABYLON {
  50608. /**
  50609. * A point light is a light defined by an unique point in world space.
  50610. * The light is emitted in every direction from this point.
  50611. * A good example of a point light is a standard light bulb.
  50612. * Documentation: https://doc.babylonjs.com/babylon101/lights
  50613. */
  50614. export class PointLight extends ShadowLight {
  50615. private _shadowAngle;
  50616. /**
  50617. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  50618. * This specifies what angle the shadow will use to be created.
  50619. *
  50620. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  50621. */
  50622. /**
  50623. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  50624. * This specifies what angle the shadow will use to be created.
  50625. *
  50626. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  50627. */
  50628. shadowAngle: number;
  50629. /**
  50630. * Gets the direction if it has been set.
  50631. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  50632. */
  50633. /**
  50634. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  50635. */
  50636. direction: Vector3;
  50637. /**
  50638. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  50639. * A PointLight emits the light in every direction.
  50640. * It can cast shadows.
  50641. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  50642. * ```javascript
  50643. * var pointLight = new PointLight("pl", camera.position, scene);
  50644. * ```
  50645. * Documentation : https://doc.babylonjs.com/babylon101/lights
  50646. * @param name The light friendly name
  50647. * @param position The position of the point light in the scene
  50648. * @param scene The scene the lights belongs to
  50649. */
  50650. constructor(name: string, position: Vector3, scene: Scene);
  50651. /**
  50652. * Returns the string "PointLight"
  50653. * @returns the class name
  50654. */
  50655. getClassName(): string;
  50656. /**
  50657. * Returns the integer 0.
  50658. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  50659. */
  50660. getTypeID(): number;
  50661. /**
  50662. * Specifies wether or not the shadowmap should be a cube texture.
  50663. * @returns true if the shadowmap needs to be a cube texture.
  50664. */
  50665. needCube(): boolean;
  50666. /**
  50667. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  50668. * @param faceIndex The index of the face we are computed the direction to generate shadow
  50669. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  50670. */
  50671. getShadowDirection(faceIndex?: number): Vector3;
  50672. /**
  50673. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  50674. * - fov = PI / 2
  50675. * - aspect ratio : 1.0
  50676. * - z-near and far equal to the active camera minZ and maxZ.
  50677. * Returns the PointLight.
  50678. */
  50679. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  50680. protected _buildUniformLayout(): void;
  50681. /**
  50682. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  50683. * @param effect The effect to update
  50684. * @param lightIndex The index of the light in the effect to update
  50685. * @returns The point light
  50686. */
  50687. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  50688. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  50689. /**
  50690. * Prepares the list of defines specific to the light type.
  50691. * @param defines the list of defines
  50692. * @param lightIndex defines the index of the light for the effect
  50693. */
  50694. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  50695. }
  50696. }
  50697. declare module BABYLON {
  50698. /**
  50699. * Header information of HDR texture files.
  50700. */
  50701. export interface HDRInfo {
  50702. /**
  50703. * The height of the texture in pixels.
  50704. */
  50705. height: number;
  50706. /**
  50707. * The width of the texture in pixels.
  50708. */
  50709. width: number;
  50710. /**
  50711. * The index of the beginning of the data in the binary file.
  50712. */
  50713. dataPosition: number;
  50714. }
  50715. /**
  50716. * This groups tools to convert HDR texture to native colors array.
  50717. */
  50718. export class HDRTools {
  50719. private static Ldexp;
  50720. private static Rgbe2float;
  50721. private static readStringLine;
  50722. /**
  50723. * Reads header information from an RGBE texture stored in a native array.
  50724. * More information on this format are available here:
  50725. * https://en.wikipedia.org/wiki/RGBE_image_format
  50726. *
  50727. * @param uint8array The binary file stored in native array.
  50728. * @return The header information.
  50729. */
  50730. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  50731. /**
  50732. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  50733. * This RGBE texture needs to store the information as a panorama.
  50734. *
  50735. * More information on this format are available here:
  50736. * https://en.wikipedia.org/wiki/RGBE_image_format
  50737. *
  50738. * @param buffer The binary file stored in an array buffer.
  50739. * @param size The expected size of the extracted cubemap.
  50740. * @return The Cube Map information.
  50741. */
  50742. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  50743. /**
  50744. * Returns the pixels data extracted from an RGBE texture.
  50745. * This pixels will be stored left to right up to down in the R G B order in one array.
  50746. *
  50747. * More information on this format are available here:
  50748. * https://en.wikipedia.org/wiki/RGBE_image_format
  50749. *
  50750. * @param uint8array The binary file stored in an array buffer.
  50751. * @param hdrInfo The header information of the file.
  50752. * @return The pixels data in RGB right to left up to down order.
  50753. */
  50754. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  50755. private static RGBE_ReadPixels_RLE;
  50756. }
  50757. }
  50758. declare module BABYLON {
  50759. /**
  50760. * This represents a texture coming from an HDR input.
  50761. *
  50762. * The only supported format is currently panorama picture stored in RGBE format.
  50763. * Example of such files can be found on HDRLib: http://hdrlib.com/
  50764. */
  50765. export class HDRCubeTexture extends BaseTexture {
  50766. private static _facesMapping;
  50767. private _generateHarmonics;
  50768. private _noMipmap;
  50769. private _textureMatrix;
  50770. private _size;
  50771. private _onLoad;
  50772. private _onError;
  50773. /**
  50774. * The texture URL.
  50775. */
  50776. url: string;
  50777. /**
  50778. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  50779. */
  50780. coordinatesMode: number;
  50781. protected _isBlocking: boolean;
  50782. /**
  50783. * Sets wether or not the texture is blocking during loading.
  50784. */
  50785. /**
  50786. * Gets wether or not the texture is blocking during loading.
  50787. */
  50788. isBlocking: boolean;
  50789. protected _rotationY: number;
  50790. /**
  50791. * Sets texture matrix rotation angle around Y axis in radians.
  50792. */
  50793. /**
  50794. * Gets texture matrix rotation angle around Y axis radians.
  50795. */
  50796. rotationY: number;
  50797. /**
  50798. * Gets or sets the center of the bounding box associated with the cube texture
  50799. * It must define where the camera used to render the texture was set
  50800. */
  50801. boundingBoxPosition: Vector3;
  50802. private _boundingBoxSize;
  50803. /**
  50804. * Gets or sets the size of the bounding box associated with the cube texture
  50805. * When defined, the cubemap will switch to local mode
  50806. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  50807. * @example https://www.babylonjs-playground.com/#RNASML
  50808. */
  50809. boundingBoxSize: Vector3;
  50810. /**
  50811. * Instantiates an HDRTexture from the following parameters.
  50812. *
  50813. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  50814. * @param scene The scene the texture will be used in
  50815. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  50816. * @param noMipmap Forces to not generate the mipmap if true
  50817. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  50818. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  50819. * @param reserved Reserved flag for internal use.
  50820. */
  50821. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  50822. /**
  50823. * Get the current class name of the texture useful for serialization or dynamic coding.
  50824. * @returns "HDRCubeTexture"
  50825. */
  50826. getClassName(): string;
  50827. /**
  50828. * Occurs when the file is raw .hdr file.
  50829. */
  50830. private loadTexture;
  50831. clone(): HDRCubeTexture;
  50832. delayLoad(): void;
  50833. /**
  50834. * Get the texture reflection matrix used to rotate/transform the reflection.
  50835. * @returns the reflection matrix
  50836. */
  50837. getReflectionTextureMatrix(): Matrix;
  50838. /**
  50839. * Set the texture reflection matrix used to rotate/transform the reflection.
  50840. * @param value Define the reflection matrix to set
  50841. */
  50842. setReflectionTextureMatrix(value: Matrix): void;
  50843. /**
  50844. * Parses a JSON representation of an HDR Texture in order to create the texture
  50845. * @param parsedTexture Define the JSON representation
  50846. * @param scene Define the scene the texture should be created in
  50847. * @param rootUrl Define the root url in case we need to load relative dependencies
  50848. * @returns the newly created texture after parsing
  50849. */
  50850. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  50851. serialize(): any;
  50852. }
  50853. }
  50854. declare module BABYLON {
  50855. /**
  50856. * Class used to control physics engine
  50857. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  50858. */
  50859. export class PhysicsEngine implements IPhysicsEngine {
  50860. private _physicsPlugin;
  50861. /**
  50862. * Global value used to control the smallest number supported by the simulation
  50863. */
  50864. static Epsilon: number;
  50865. private _impostors;
  50866. private _joints;
  50867. /**
  50868. * Gets the gravity vector used by the simulation
  50869. */
  50870. gravity: Vector3;
  50871. /**
  50872. * Factory used to create the default physics plugin.
  50873. * @returns The default physics plugin
  50874. */
  50875. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  50876. /**
  50877. * Creates a new Physics Engine
  50878. * @param gravity defines the gravity vector used by the simulation
  50879. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  50880. */
  50881. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  50882. /**
  50883. * Sets the gravity vector used by the simulation
  50884. * @param gravity defines the gravity vector to use
  50885. */
  50886. setGravity(gravity: Vector3): void;
  50887. /**
  50888. * Set the time step of the physics engine.
  50889. * Default is 1/60.
  50890. * To slow it down, enter 1/600 for example.
  50891. * To speed it up, 1/30
  50892. * @param newTimeStep defines the new timestep to apply to this world.
  50893. */
  50894. setTimeStep(newTimeStep?: number): void;
  50895. /**
  50896. * Get the time step of the physics engine.
  50897. * @returns the current time step
  50898. */
  50899. getTimeStep(): number;
  50900. /**
  50901. * Release all resources
  50902. */
  50903. dispose(): void;
  50904. /**
  50905. * Gets the name of the current physics plugin
  50906. * @returns the name of the plugin
  50907. */
  50908. getPhysicsPluginName(): string;
  50909. /**
  50910. * Adding a new impostor for the impostor tracking.
  50911. * This will be done by the impostor itself.
  50912. * @param impostor the impostor to add
  50913. */
  50914. addImpostor(impostor: PhysicsImpostor): void;
  50915. /**
  50916. * Remove an impostor from the engine.
  50917. * This impostor and its mesh will not longer be updated by the physics engine.
  50918. * @param impostor the impostor to remove
  50919. */
  50920. removeImpostor(impostor: PhysicsImpostor): void;
  50921. /**
  50922. * Add a joint to the physics engine
  50923. * @param mainImpostor defines the main impostor to which the joint is added.
  50924. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  50925. * @param joint defines the joint that will connect both impostors.
  50926. */
  50927. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  50928. /**
  50929. * Removes a joint from the simulation
  50930. * @param mainImpostor defines the impostor used with the joint
  50931. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  50932. * @param joint defines the joint to remove
  50933. */
  50934. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  50935. /**
  50936. * Called by the scene. No need to call it.
  50937. * @param delta defines the timespam between frames
  50938. */
  50939. _step(delta: number): void;
  50940. /**
  50941. * Gets the current plugin used to run the simulation
  50942. * @returns current plugin
  50943. */
  50944. getPhysicsPlugin(): IPhysicsEnginePlugin;
  50945. /**
  50946. * Gets the list of physic impostors
  50947. * @returns an array of PhysicsImpostor
  50948. */
  50949. getImpostors(): Array<PhysicsImpostor>;
  50950. /**
  50951. * Gets the impostor for a physics enabled object
  50952. * @param object defines the object impersonated by the impostor
  50953. * @returns the PhysicsImpostor or null if not found
  50954. */
  50955. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  50956. /**
  50957. * Gets the impostor for a physics body object
  50958. * @param body defines physics body used by the impostor
  50959. * @returns the PhysicsImpostor or null if not found
  50960. */
  50961. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  50962. /**
  50963. * Does a raycast in the physics world
  50964. * @param from when should the ray start?
  50965. * @param to when should the ray end?
  50966. * @returns PhysicsRaycastResult
  50967. */
  50968. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  50969. }
  50970. }
  50971. declare module BABYLON {
  50972. /** @hidden */
  50973. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  50974. private _useDeltaForWorldStep;
  50975. world: any;
  50976. name: string;
  50977. private _physicsMaterials;
  50978. private _fixedTimeStep;
  50979. private _cannonRaycastResult;
  50980. private _raycastResult;
  50981. private _physicsBodysToRemoveAfterStep;
  50982. BJSCANNON: any;
  50983. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  50984. setGravity(gravity: Vector3): void;
  50985. setTimeStep(timeStep: number): void;
  50986. getTimeStep(): number;
  50987. executeStep(delta: number): void;
  50988. private _removeMarkedPhysicsBodiesFromWorld;
  50989. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  50990. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  50991. generatePhysicsBody(impostor: PhysicsImpostor): void;
  50992. private _processChildMeshes;
  50993. removePhysicsBody(impostor: PhysicsImpostor): void;
  50994. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  50995. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  50996. private _addMaterial;
  50997. private _checkWithEpsilon;
  50998. private _createShape;
  50999. private _createHeightmap;
  51000. private _minus90X;
  51001. private _plus90X;
  51002. private _tmpPosition;
  51003. private _tmpDeltaPosition;
  51004. private _tmpUnityRotation;
  51005. private _updatePhysicsBodyTransformation;
  51006. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51007. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51008. isSupported(): boolean;
  51009. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51010. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51011. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51012. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51013. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51014. getBodyMass(impostor: PhysicsImpostor): number;
  51015. getBodyFriction(impostor: PhysicsImpostor): number;
  51016. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51017. getBodyRestitution(impostor: PhysicsImpostor): number;
  51018. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51019. sleepBody(impostor: PhysicsImpostor): void;
  51020. wakeUpBody(impostor: PhysicsImpostor): void;
  51021. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51022. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51023. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51024. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51025. getRadius(impostor: PhysicsImpostor): number;
  51026. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51027. dispose(): void;
  51028. private _extendNamespace;
  51029. /**
  51030. * Does a raycast in the physics world
  51031. * @param from when should the ray start?
  51032. * @param to when should the ray end?
  51033. * @returns PhysicsRaycastResult
  51034. */
  51035. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51036. }
  51037. }
  51038. declare module BABYLON {
  51039. /** @hidden */
  51040. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51041. world: any;
  51042. name: string;
  51043. BJSOIMO: any;
  51044. private _raycastResult;
  51045. constructor(iterations?: number, oimoInjection?: any);
  51046. setGravity(gravity: Vector3): void;
  51047. setTimeStep(timeStep: number): void;
  51048. getTimeStep(): number;
  51049. private _tmpImpostorsArray;
  51050. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51051. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51052. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51053. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51054. private _tmpPositionVector;
  51055. removePhysicsBody(impostor: PhysicsImpostor): void;
  51056. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51057. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51058. isSupported(): boolean;
  51059. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51060. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51061. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51062. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51063. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51064. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51065. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51066. getBodyMass(impostor: PhysicsImpostor): number;
  51067. getBodyFriction(impostor: PhysicsImpostor): number;
  51068. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51069. getBodyRestitution(impostor: PhysicsImpostor): number;
  51070. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51071. sleepBody(impostor: PhysicsImpostor): void;
  51072. wakeUpBody(impostor: PhysicsImpostor): void;
  51073. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51074. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51075. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51076. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51077. getRadius(impostor: PhysicsImpostor): number;
  51078. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51079. dispose(): void;
  51080. /**
  51081. * Does a raycast in the physics world
  51082. * @param from when should the ray start?
  51083. * @param to when should the ray end?
  51084. * @returns PhysicsRaycastResult
  51085. */
  51086. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51087. }
  51088. }
  51089. declare module BABYLON {
  51090. /**
  51091. * Class containing static functions to help procedurally build meshes
  51092. */
  51093. export class RibbonBuilder {
  51094. /**
  51095. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51096. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51097. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51098. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51099. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  51100. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  51101. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  51102. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51103. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51104. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51105. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  51106. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51107. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  51108. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51109. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51110. * @param name defines the name of the mesh
  51111. * @param options defines the options used to create the mesh
  51112. * @param scene defines the hosting scene
  51113. * @returns the ribbon mesh
  51114. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51115. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51116. */
  51117. static CreateRibbon(name: string, options: {
  51118. pathArray: Vector3[][];
  51119. closeArray?: boolean;
  51120. closePath?: boolean;
  51121. offset?: number;
  51122. updatable?: boolean;
  51123. sideOrientation?: number;
  51124. frontUVs?: Vector4;
  51125. backUVs?: Vector4;
  51126. instance?: Mesh;
  51127. invertUV?: boolean;
  51128. uvs?: Vector2[];
  51129. colors?: Color4[];
  51130. }, scene?: Nullable<Scene>): Mesh;
  51131. }
  51132. }
  51133. declare module BABYLON {
  51134. /**
  51135. * Class containing static functions to help procedurally build meshes
  51136. */
  51137. export class ShapeBuilder {
  51138. /**
  51139. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51140. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  51141. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51142. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  51143. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  51144. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  51145. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  51146. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  51147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51148. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51149. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  51150. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  51151. * @param name defines the name of the mesh
  51152. * @param options defines the options used to create the mesh
  51153. * @param scene defines the hosting scene
  51154. * @returns the extruded shape mesh
  51155. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51156. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51157. */
  51158. static ExtrudeShape(name: string, options: {
  51159. shape: Vector3[];
  51160. path: Vector3[];
  51161. scale?: number;
  51162. rotation?: number;
  51163. cap?: number;
  51164. updatable?: boolean;
  51165. sideOrientation?: number;
  51166. frontUVs?: Vector4;
  51167. backUVs?: Vector4;
  51168. instance?: Mesh;
  51169. invertUV?: boolean;
  51170. }, scene?: Nullable<Scene>): Mesh;
  51171. /**
  51172. * Creates an custom extruded shape mesh.
  51173. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51174. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  51175. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51176. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  51177. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  51178. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  51179. * * It must returns a float value that will be the scale value applied to the shape on each path point
  51180. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  51181. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  51182. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  51183. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  51184. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  51185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51186. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51187. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51189. * @param name defines the name of the mesh
  51190. * @param options defines the options used to create the mesh
  51191. * @param scene defines the hosting scene
  51192. * @returns the custom extruded shape mesh
  51193. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  51194. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51195. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51196. */
  51197. static ExtrudeShapeCustom(name: string, options: {
  51198. shape: Vector3[];
  51199. path: Vector3[];
  51200. scaleFunction?: any;
  51201. rotationFunction?: any;
  51202. ribbonCloseArray?: boolean;
  51203. ribbonClosePath?: boolean;
  51204. cap?: number;
  51205. updatable?: boolean;
  51206. sideOrientation?: number;
  51207. frontUVs?: Vector4;
  51208. backUVs?: Vector4;
  51209. instance?: Mesh;
  51210. invertUV?: boolean;
  51211. }, scene?: Nullable<Scene>): Mesh;
  51212. private static _ExtrudeShapeGeneric;
  51213. }
  51214. }
  51215. declare module BABYLON {
  51216. /**
  51217. * AmmoJS Physics plugin
  51218. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  51219. * @see https://github.com/kripken/ammo.js/
  51220. */
  51221. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  51222. private _useDeltaForWorldStep;
  51223. /**
  51224. * Reference to the Ammo library
  51225. */
  51226. bjsAMMO: any;
  51227. /**
  51228. * Created ammoJS world which physics bodies are added to
  51229. */
  51230. world: any;
  51231. /**
  51232. * Name of the plugin
  51233. */
  51234. name: string;
  51235. private _timeStep;
  51236. private _fixedTimeStep;
  51237. private _maxSteps;
  51238. private _tmpQuaternion;
  51239. private _tmpAmmoTransform;
  51240. private _tmpAmmoQuaternion;
  51241. private _tmpAmmoConcreteContactResultCallback;
  51242. private _collisionConfiguration;
  51243. private _dispatcher;
  51244. private _overlappingPairCache;
  51245. private _solver;
  51246. private _softBodySolver;
  51247. private _tmpAmmoVectorA;
  51248. private _tmpAmmoVectorB;
  51249. private _tmpAmmoVectorC;
  51250. private _tmpAmmoVectorD;
  51251. private _tmpContactCallbackResult;
  51252. private _tmpAmmoVectorRCA;
  51253. private _tmpAmmoVectorRCB;
  51254. private _raycastResult;
  51255. private static readonly DISABLE_COLLISION_FLAG;
  51256. private static readonly KINEMATIC_FLAG;
  51257. private static readonly DISABLE_DEACTIVATION_FLAG;
  51258. /**
  51259. * Initializes the ammoJS plugin
  51260. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  51261. * @param ammoInjection can be used to inject your own ammo reference
  51262. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  51263. */
  51264. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  51265. /**
  51266. * Sets the gravity of the physics world (m/(s^2))
  51267. * @param gravity Gravity to set
  51268. */
  51269. setGravity(gravity: Vector3): void;
  51270. /**
  51271. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  51272. * @param timeStep timestep to use in seconds
  51273. */
  51274. setTimeStep(timeStep: number): void;
  51275. /**
  51276. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  51277. * @param fixedTimeStep fixedTimeStep to use in seconds
  51278. */
  51279. setFixedTimeStep(fixedTimeStep: number): void;
  51280. /**
  51281. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  51282. * @param maxSteps the maximum number of steps by the physics engine per frame
  51283. */
  51284. setMaxSteps(maxSteps: number): void;
  51285. /**
  51286. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  51287. * @returns the current timestep in seconds
  51288. */
  51289. getTimeStep(): number;
  51290. private _isImpostorInContact;
  51291. private _isImpostorPairInContact;
  51292. private _stepSimulation;
  51293. /**
  51294. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  51295. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  51296. * After the step the babylon meshes are set to the position of the physics imposters
  51297. * @param delta amount of time to step forward
  51298. * @param impostors array of imposters to update before/after the step
  51299. */
  51300. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51301. /**
  51302. * Update babylon mesh to match physics world object
  51303. * @param impostor imposter to match
  51304. */
  51305. private _afterSoftStep;
  51306. /**
  51307. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  51308. * @param impostor imposter to match
  51309. */
  51310. private _ropeStep;
  51311. /**
  51312. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  51313. * @param impostor imposter to match
  51314. */
  51315. private _softbodyOrClothStep;
  51316. private _tmpVector;
  51317. private _tmpMatrix;
  51318. /**
  51319. * Applies an impulse on the imposter
  51320. * @param impostor imposter to apply impulse to
  51321. * @param force amount of force to be applied to the imposter
  51322. * @param contactPoint the location to apply the impulse on the imposter
  51323. */
  51324. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51325. /**
  51326. * Applies a force on the imposter
  51327. * @param impostor imposter to apply force
  51328. * @param force amount of force to be applied to the imposter
  51329. * @param contactPoint the location to apply the force on the imposter
  51330. */
  51331. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51332. /**
  51333. * Creates a physics body using the plugin
  51334. * @param impostor the imposter to create the physics body on
  51335. */
  51336. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51337. /**
  51338. * Removes the physics body from the imposter and disposes of the body's memory
  51339. * @param impostor imposter to remove the physics body from
  51340. */
  51341. removePhysicsBody(impostor: PhysicsImpostor): void;
  51342. /**
  51343. * Generates a joint
  51344. * @param impostorJoint the imposter joint to create the joint with
  51345. */
  51346. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51347. /**
  51348. * Removes a joint
  51349. * @param impostorJoint the imposter joint to remove the joint from
  51350. */
  51351. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51352. private _addMeshVerts;
  51353. /**
  51354. * Initialise the soft body vertices to match its object's (mesh) vertices
  51355. * Softbody vertices (nodes) are in world space and to match this
  51356. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  51357. * @param impostor to create the softbody for
  51358. */
  51359. private _softVertexData;
  51360. /**
  51361. * Create an impostor's soft body
  51362. * @param impostor to create the softbody for
  51363. */
  51364. private _createSoftbody;
  51365. /**
  51366. * Create cloth for an impostor
  51367. * @param impostor to create the softbody for
  51368. */
  51369. private _createCloth;
  51370. /**
  51371. * Create rope for an impostor
  51372. * @param impostor to create the softbody for
  51373. */
  51374. private _createRope;
  51375. private _addHullVerts;
  51376. private _createShape;
  51377. /**
  51378. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  51379. * @param impostor imposter containing the physics body and babylon object
  51380. */
  51381. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51382. /**
  51383. * Sets the babylon object's position/rotation from the physics body's position/rotation
  51384. * @param impostor imposter containing the physics body and babylon object
  51385. * @param newPosition new position
  51386. * @param newRotation new rotation
  51387. */
  51388. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51389. /**
  51390. * If this plugin is supported
  51391. * @returns true if its supported
  51392. */
  51393. isSupported(): boolean;
  51394. /**
  51395. * Sets the linear velocity of the physics body
  51396. * @param impostor imposter to set the velocity on
  51397. * @param velocity velocity to set
  51398. */
  51399. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51400. /**
  51401. * Sets the angular velocity of the physics body
  51402. * @param impostor imposter to set the velocity on
  51403. * @param velocity velocity to set
  51404. */
  51405. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51406. /**
  51407. * gets the linear velocity
  51408. * @param impostor imposter to get linear velocity from
  51409. * @returns linear velocity
  51410. */
  51411. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51412. /**
  51413. * gets the angular velocity
  51414. * @param impostor imposter to get angular velocity from
  51415. * @returns angular velocity
  51416. */
  51417. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51418. /**
  51419. * Sets the mass of physics body
  51420. * @param impostor imposter to set the mass on
  51421. * @param mass mass to set
  51422. */
  51423. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51424. /**
  51425. * Gets the mass of the physics body
  51426. * @param impostor imposter to get the mass from
  51427. * @returns mass
  51428. */
  51429. getBodyMass(impostor: PhysicsImpostor): number;
  51430. /**
  51431. * Gets friction of the impostor
  51432. * @param impostor impostor to get friction from
  51433. * @returns friction value
  51434. */
  51435. getBodyFriction(impostor: PhysicsImpostor): number;
  51436. /**
  51437. * Sets friction of the impostor
  51438. * @param impostor impostor to set friction on
  51439. * @param friction friction value
  51440. */
  51441. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51442. /**
  51443. * Gets restitution of the impostor
  51444. * @param impostor impostor to get restitution from
  51445. * @returns restitution value
  51446. */
  51447. getBodyRestitution(impostor: PhysicsImpostor): number;
  51448. /**
  51449. * Sets resitution of the impostor
  51450. * @param impostor impostor to set resitution on
  51451. * @param restitution resitution value
  51452. */
  51453. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51454. /**
  51455. * Gets pressure inside the impostor
  51456. * @param impostor impostor to get pressure from
  51457. * @returns pressure value
  51458. */
  51459. getBodyPressure(impostor: PhysicsImpostor): number;
  51460. /**
  51461. * Sets pressure inside a soft body impostor
  51462. * Cloth and rope must remain 0 pressure
  51463. * @param impostor impostor to set pressure on
  51464. * @param pressure pressure value
  51465. */
  51466. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  51467. /**
  51468. * Gets stiffness of the impostor
  51469. * @param impostor impostor to get stiffness from
  51470. * @returns pressure value
  51471. */
  51472. getBodyStiffness(impostor: PhysicsImpostor): number;
  51473. /**
  51474. * Sets stiffness of the impostor
  51475. * @param impostor impostor to set stiffness on
  51476. * @param stiffness stiffness value from 0 to 1
  51477. */
  51478. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  51479. /**
  51480. * Gets velocityIterations of the impostor
  51481. * @param impostor impostor to get velocity iterations from
  51482. * @returns velocityIterations value
  51483. */
  51484. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  51485. /**
  51486. * Sets velocityIterations of the impostor
  51487. * @param impostor impostor to set velocity iterations on
  51488. * @param velocityIterations velocityIterations value
  51489. */
  51490. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  51491. /**
  51492. * Gets positionIterations of the impostor
  51493. * @param impostor impostor to get position iterations from
  51494. * @returns positionIterations value
  51495. */
  51496. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  51497. /**
  51498. * Sets positionIterations of the impostor
  51499. * @param impostor impostor to set position on
  51500. * @param positionIterations positionIterations value
  51501. */
  51502. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  51503. /**
  51504. * Append an anchor to a cloth object
  51505. * @param impostor is the cloth impostor to add anchor to
  51506. * @param otherImpostor is the rigid impostor to anchor to
  51507. * @param width ratio across width from 0 to 1
  51508. * @param height ratio up height from 0 to 1
  51509. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  51510. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  51511. */
  51512. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  51513. /**
  51514. * Append an hook to a rope object
  51515. * @param impostor is the rope impostor to add hook to
  51516. * @param otherImpostor is the rigid impostor to hook to
  51517. * @param length ratio along the rope from 0 to 1
  51518. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  51519. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  51520. */
  51521. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  51522. /**
  51523. * Sleeps the physics body and stops it from being active
  51524. * @param impostor impostor to sleep
  51525. */
  51526. sleepBody(impostor: PhysicsImpostor): void;
  51527. /**
  51528. * Activates the physics body
  51529. * @param impostor impostor to activate
  51530. */
  51531. wakeUpBody(impostor: PhysicsImpostor): void;
  51532. /**
  51533. * Updates the distance parameters of the joint
  51534. * @param joint joint to update
  51535. * @param maxDistance maximum distance of the joint
  51536. * @param minDistance minimum distance of the joint
  51537. */
  51538. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51539. /**
  51540. * Sets a motor on the joint
  51541. * @param joint joint to set motor on
  51542. * @param speed speed of the motor
  51543. * @param maxForce maximum force of the motor
  51544. * @param motorIndex index of the motor
  51545. */
  51546. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51547. /**
  51548. * Sets the motors limit
  51549. * @param joint joint to set limit on
  51550. * @param upperLimit upper limit
  51551. * @param lowerLimit lower limit
  51552. */
  51553. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51554. /**
  51555. * Syncs the position and rotation of a mesh with the impostor
  51556. * @param mesh mesh to sync
  51557. * @param impostor impostor to update the mesh with
  51558. */
  51559. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51560. /**
  51561. * Gets the radius of the impostor
  51562. * @param impostor impostor to get radius from
  51563. * @returns the radius
  51564. */
  51565. getRadius(impostor: PhysicsImpostor): number;
  51566. /**
  51567. * Gets the box size of the impostor
  51568. * @param impostor impostor to get box size from
  51569. * @param result the resulting box size
  51570. */
  51571. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51572. /**
  51573. * Disposes of the impostor
  51574. */
  51575. dispose(): void;
  51576. /**
  51577. * Does a raycast in the physics world
  51578. * @param from when should the ray start?
  51579. * @param to when should the ray end?
  51580. * @returns PhysicsRaycastResult
  51581. */
  51582. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51583. }
  51584. }
  51585. declare module BABYLON {
  51586. interface AbstractScene {
  51587. /**
  51588. * The list of reflection probes added to the scene
  51589. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  51590. */
  51591. reflectionProbes: Array<ReflectionProbe>;
  51592. /**
  51593. * Removes the given reflection probe from this scene.
  51594. * @param toRemove The reflection probe to remove
  51595. * @returns The index of the removed reflection probe
  51596. */
  51597. removeReflectionProbe(toRemove: ReflectionProbe): number;
  51598. /**
  51599. * Adds the given reflection probe to this scene.
  51600. * @param newReflectionProbe The reflection probe to add
  51601. */
  51602. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  51603. }
  51604. /**
  51605. * Class used to generate realtime reflection / refraction cube textures
  51606. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  51607. */
  51608. export class ReflectionProbe {
  51609. /** defines the name of the probe */
  51610. name: string;
  51611. private _scene;
  51612. private _renderTargetTexture;
  51613. private _projectionMatrix;
  51614. private _viewMatrix;
  51615. private _target;
  51616. private _add;
  51617. private _attachedMesh;
  51618. private _invertYAxis;
  51619. /** Gets or sets probe position (center of the cube map) */
  51620. position: Vector3;
  51621. /**
  51622. * Creates a new reflection probe
  51623. * @param name defines the name of the probe
  51624. * @param size defines the texture resolution (for each face)
  51625. * @param scene defines the hosting scene
  51626. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  51627. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  51628. */
  51629. constructor(
  51630. /** defines the name of the probe */
  51631. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  51632. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  51633. samples: number;
  51634. /** Gets or sets the refresh rate to use (on every frame by default) */
  51635. refreshRate: number;
  51636. /**
  51637. * Gets the hosting scene
  51638. * @returns a Scene
  51639. */
  51640. getScene(): Scene;
  51641. /** Gets the internal CubeTexture used to render to */
  51642. readonly cubeTexture: RenderTargetTexture;
  51643. /** Gets the list of meshes to render */
  51644. readonly renderList: Nullable<AbstractMesh[]>;
  51645. /**
  51646. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  51647. * @param mesh defines the mesh to attach to
  51648. */
  51649. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  51650. /**
  51651. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  51652. * @param renderingGroupId The rendering group id corresponding to its index
  51653. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  51654. */
  51655. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  51656. /**
  51657. * Clean all associated resources
  51658. */
  51659. dispose(): void;
  51660. /**
  51661. * Converts the reflection probe information to a readable string for debug purpose.
  51662. * @param fullDetails Supports for multiple levels of logging within scene loading
  51663. * @returns the human readable reflection probe info
  51664. */
  51665. toString(fullDetails?: boolean): string;
  51666. /**
  51667. * Get the class name of the relfection probe.
  51668. * @returns "ReflectionProbe"
  51669. */
  51670. getClassName(): string;
  51671. /**
  51672. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  51673. * @returns The JSON representation of the texture
  51674. */
  51675. serialize(): any;
  51676. /**
  51677. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  51678. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  51679. * @param scene Define the scene the parsed reflection probe should be instantiated in
  51680. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  51681. * @returns The parsed reflection probe if successful
  51682. */
  51683. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  51684. }
  51685. }
  51686. declare module BABYLON {
  51687. /** @hidden */
  51688. export var _BabylonLoaderRegistered: boolean;
  51689. }
  51690. declare module BABYLON {
  51691. /**
  51692. * The Physically based simple base material of BJS.
  51693. *
  51694. * This enables better naming and convention enforcements on top of the pbrMaterial.
  51695. * It is used as the base class for both the specGloss and metalRough conventions.
  51696. */
  51697. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  51698. /**
  51699. * Number of Simultaneous lights allowed on the material.
  51700. */
  51701. maxSimultaneousLights: number;
  51702. /**
  51703. * If sets to true, disables all the lights affecting the material.
  51704. */
  51705. disableLighting: boolean;
  51706. /**
  51707. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  51708. */
  51709. environmentTexture: BaseTexture;
  51710. /**
  51711. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51712. */
  51713. invertNormalMapX: boolean;
  51714. /**
  51715. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51716. */
  51717. invertNormalMapY: boolean;
  51718. /**
  51719. * Normal map used in the model.
  51720. */
  51721. normalTexture: BaseTexture;
  51722. /**
  51723. * Emissivie color used to self-illuminate the model.
  51724. */
  51725. emissiveColor: Color3;
  51726. /**
  51727. * Emissivie texture used to self-illuminate the model.
  51728. */
  51729. emissiveTexture: BaseTexture;
  51730. /**
  51731. * Occlusion Channel Strenght.
  51732. */
  51733. occlusionStrength: number;
  51734. /**
  51735. * Occlusion Texture of the material (adding extra occlusion effects).
  51736. */
  51737. occlusionTexture: BaseTexture;
  51738. /**
  51739. * Defines the alpha limits in alpha test mode.
  51740. */
  51741. alphaCutOff: number;
  51742. /**
  51743. * Gets the current double sided mode.
  51744. */
  51745. /**
  51746. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51747. */
  51748. doubleSided: boolean;
  51749. /**
  51750. * Stores the pre-calculated light information of a mesh in a texture.
  51751. */
  51752. lightmapTexture: BaseTexture;
  51753. /**
  51754. * If true, the light map contains occlusion information instead of lighting info.
  51755. */
  51756. useLightmapAsShadowmap: boolean;
  51757. /**
  51758. * Instantiates a new PBRMaterial instance.
  51759. *
  51760. * @param name The material name
  51761. * @param scene The scene the material will be use in.
  51762. */
  51763. constructor(name: string, scene: Scene);
  51764. getClassName(): string;
  51765. }
  51766. }
  51767. declare module BABYLON {
  51768. /**
  51769. * The PBR material of BJS following the metal roughness convention.
  51770. *
  51771. * This fits to the PBR convention in the GLTF definition:
  51772. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  51773. */
  51774. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  51775. /**
  51776. * The base color has two different interpretations depending on the value of metalness.
  51777. * When the material is a metal, the base color is the specific measured reflectance value
  51778. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  51779. * of the material.
  51780. */
  51781. baseColor: Color3;
  51782. /**
  51783. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  51784. * well as opacity information in the alpha channel.
  51785. */
  51786. baseTexture: BaseTexture;
  51787. /**
  51788. * Specifies the metallic scalar value of the material.
  51789. * Can also be used to scale the metalness values of the metallic texture.
  51790. */
  51791. metallic: number;
  51792. /**
  51793. * Specifies the roughness scalar value of the material.
  51794. * Can also be used to scale the roughness values of the metallic texture.
  51795. */
  51796. roughness: number;
  51797. /**
  51798. * Texture containing both the metallic value in the B channel and the
  51799. * roughness value in the G channel to keep better precision.
  51800. */
  51801. metallicRoughnessTexture: BaseTexture;
  51802. /**
  51803. * Instantiates a new PBRMetalRoughnessMaterial instance.
  51804. *
  51805. * @param name The material name
  51806. * @param scene The scene the material will be use in.
  51807. */
  51808. constructor(name: string, scene: Scene);
  51809. /**
  51810. * Return the currrent class name of the material.
  51811. */
  51812. getClassName(): string;
  51813. /**
  51814. * Makes a duplicate of the current material.
  51815. * @param name - name to use for the new material.
  51816. */
  51817. clone(name: string): PBRMetallicRoughnessMaterial;
  51818. /**
  51819. * Serialize the material to a parsable JSON object.
  51820. */
  51821. serialize(): any;
  51822. /**
  51823. * Parses a JSON object correponding to the serialize function.
  51824. */
  51825. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  51826. }
  51827. }
  51828. declare module BABYLON {
  51829. /**
  51830. * The PBR material of BJS following the specular glossiness convention.
  51831. *
  51832. * This fits to the PBR convention in the GLTF definition:
  51833. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  51834. */
  51835. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  51836. /**
  51837. * Specifies the diffuse color of the material.
  51838. */
  51839. diffuseColor: Color3;
  51840. /**
  51841. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  51842. * channel.
  51843. */
  51844. diffuseTexture: BaseTexture;
  51845. /**
  51846. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  51847. */
  51848. specularColor: Color3;
  51849. /**
  51850. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  51851. */
  51852. glossiness: number;
  51853. /**
  51854. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  51855. */
  51856. specularGlossinessTexture: BaseTexture;
  51857. /**
  51858. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  51859. *
  51860. * @param name The material name
  51861. * @param scene The scene the material will be use in.
  51862. */
  51863. constructor(name: string, scene: Scene);
  51864. /**
  51865. * Return the currrent class name of the material.
  51866. */
  51867. getClassName(): string;
  51868. /**
  51869. * Makes a duplicate of the current material.
  51870. * @param name - name to use for the new material.
  51871. */
  51872. clone(name: string): PBRSpecularGlossinessMaterial;
  51873. /**
  51874. * Serialize the material to a parsable JSON object.
  51875. */
  51876. serialize(): any;
  51877. /**
  51878. * Parses a JSON object correponding to the serialize function.
  51879. */
  51880. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  51881. }
  51882. }
  51883. declare module BABYLON {
  51884. /**
  51885. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  51886. * It can help converting any input color in a desired output one. This can then be used to create effects
  51887. * from sepia, black and white to sixties or futuristic rendering...
  51888. *
  51889. * The only supported format is currently 3dl.
  51890. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  51891. */
  51892. export class ColorGradingTexture extends BaseTexture {
  51893. /**
  51894. * The current texture matrix. (will always be identity in color grading texture)
  51895. */
  51896. private _textureMatrix;
  51897. /**
  51898. * The texture URL.
  51899. */
  51900. url: string;
  51901. /**
  51902. * Empty line regex stored for GC.
  51903. */
  51904. private static _noneEmptyLineRegex;
  51905. private _engine;
  51906. /**
  51907. * Instantiates a ColorGradingTexture from the following parameters.
  51908. *
  51909. * @param url The location of the color gradind data (currently only supporting 3dl)
  51910. * @param scene The scene the texture will be used in
  51911. */
  51912. constructor(url: string, scene: Scene);
  51913. /**
  51914. * Returns the texture matrix used in most of the material.
  51915. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  51916. */
  51917. getTextureMatrix(): Matrix;
  51918. /**
  51919. * Occurs when the file being loaded is a .3dl LUT file.
  51920. */
  51921. private load3dlTexture;
  51922. /**
  51923. * Starts the loading process of the texture.
  51924. */
  51925. private loadTexture;
  51926. /**
  51927. * Clones the color gradind texture.
  51928. */
  51929. clone(): ColorGradingTexture;
  51930. /**
  51931. * Called during delayed load for textures.
  51932. */
  51933. delayLoad(): void;
  51934. /**
  51935. * Parses a color grading texture serialized by Babylon.
  51936. * @param parsedTexture The texture information being parsedTexture
  51937. * @param scene The scene to load the texture in
  51938. * @param rootUrl The root url of the data assets to load
  51939. * @return A color gradind texture
  51940. */
  51941. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  51942. /**
  51943. * Serializes the LUT texture to json format.
  51944. */
  51945. serialize(): any;
  51946. }
  51947. }
  51948. declare module BABYLON {
  51949. /**
  51950. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  51951. */
  51952. export class EquiRectangularCubeTexture extends BaseTexture {
  51953. /** The six faces of the cube. */
  51954. private static _FacesMapping;
  51955. private _noMipmap;
  51956. private _onLoad;
  51957. private _onError;
  51958. /** The size of the cubemap. */
  51959. private _size;
  51960. /** The buffer of the image. */
  51961. private _buffer;
  51962. /** The width of the input image. */
  51963. private _width;
  51964. /** The height of the input image. */
  51965. private _height;
  51966. /** The URL to the image. */
  51967. url: string;
  51968. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  51969. coordinatesMode: number;
  51970. /**
  51971. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  51972. * @param url The location of the image
  51973. * @param scene The scene the texture will be used in
  51974. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51975. * @param noMipmap Forces to not generate the mipmap if true
  51976. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  51977. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  51978. * @param onLoad — defines a callback called when texture is loaded
  51979. * @param onError — defines a callback called if there is an error
  51980. */
  51981. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  51982. /**
  51983. * Load the image data, by putting the image on a canvas and extracting its buffer.
  51984. */
  51985. private loadImage;
  51986. /**
  51987. * Convert the image buffer into a cubemap and create a CubeTexture.
  51988. */
  51989. private loadTexture;
  51990. /**
  51991. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  51992. * @param buffer The ArrayBuffer that should be converted.
  51993. * @returns The buffer as Float32Array.
  51994. */
  51995. private getFloat32ArrayFromArrayBuffer;
  51996. /**
  51997. * Get the current class name of the texture useful for serialization or dynamic coding.
  51998. * @returns "EquiRectangularCubeTexture"
  51999. */
  52000. getClassName(): string;
  52001. /**
  52002. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52003. * @returns A clone of the current EquiRectangularCubeTexture.
  52004. */
  52005. clone(): EquiRectangularCubeTexture;
  52006. }
  52007. }
  52008. declare module BABYLON {
  52009. /**
  52010. * Based on jsTGALoader - Javascript loader for TGA file
  52011. * By Vincent Thibault
  52012. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52013. */
  52014. export class TGATools {
  52015. private static _TYPE_INDEXED;
  52016. private static _TYPE_RGB;
  52017. private static _TYPE_GREY;
  52018. private static _TYPE_RLE_INDEXED;
  52019. private static _TYPE_RLE_RGB;
  52020. private static _TYPE_RLE_GREY;
  52021. private static _ORIGIN_MASK;
  52022. private static _ORIGIN_SHIFT;
  52023. private static _ORIGIN_BL;
  52024. private static _ORIGIN_BR;
  52025. private static _ORIGIN_UL;
  52026. private static _ORIGIN_UR;
  52027. /**
  52028. * Gets the header of a TGA file
  52029. * @param data defines the TGA data
  52030. * @returns the header
  52031. */
  52032. static GetTGAHeader(data: Uint8Array): any;
  52033. /**
  52034. * Uploads TGA content to a Babylon Texture
  52035. * @hidden
  52036. */
  52037. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52038. /** @hidden */
  52039. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52040. /** @hidden */
  52041. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52042. /** @hidden */
  52043. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52044. /** @hidden */
  52045. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52046. /** @hidden */
  52047. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52048. /** @hidden */
  52049. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  52050. }
  52051. }
  52052. declare module BABYLON {
  52053. /**
  52054. * Implementation of the TGA Texture Loader.
  52055. * @hidden
  52056. */
  52057. export class _TGATextureLoader implements IInternalTextureLoader {
  52058. /**
  52059. * Defines wether the loader supports cascade loading the different faces.
  52060. */
  52061. readonly supportCascades: boolean;
  52062. /**
  52063. * This returns if the loader support the current file information.
  52064. * @param extension defines the file extension of the file being loaded
  52065. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52066. * @param fallback defines the fallback internal texture if any
  52067. * @param isBase64 defines whether the texture is encoded as a base64
  52068. * @param isBuffer defines whether the texture data are stored as a buffer
  52069. * @returns true if the loader can load the specified file
  52070. */
  52071. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52072. /**
  52073. * Transform the url before loading if required.
  52074. * @param rootUrl the url of the texture
  52075. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52076. * @returns the transformed texture
  52077. */
  52078. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52079. /**
  52080. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52081. * @param rootUrl the url of the texture
  52082. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52083. * @returns the fallback texture
  52084. */
  52085. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52086. /**
  52087. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  52088. * @param data contains the texture data
  52089. * @param texture defines the BabylonJS internal texture
  52090. * @param createPolynomials will be true if polynomials have been requested
  52091. * @param onLoad defines the callback to trigger once the texture is ready
  52092. * @param onError defines the callback to trigger in case of error
  52093. */
  52094. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52095. /**
  52096. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52097. * @param data contains the texture data
  52098. * @param texture defines the BabylonJS internal texture
  52099. * @param callback defines the method to call once ready to upload
  52100. */
  52101. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52102. }
  52103. }
  52104. declare module BABYLON {
  52105. /**
  52106. * Info about the .basis files
  52107. */
  52108. class BasisFileInfo {
  52109. /**
  52110. * If the file has alpha
  52111. */
  52112. hasAlpha: boolean;
  52113. /**
  52114. * Info about each image of the basis file
  52115. */
  52116. images: Array<{
  52117. levels: Array<{
  52118. width: number;
  52119. height: number;
  52120. transcodedPixels: ArrayBufferView;
  52121. }>;
  52122. }>;
  52123. }
  52124. /**
  52125. * Result of transcoding a basis file
  52126. */
  52127. class TranscodeResult {
  52128. /**
  52129. * Info about the .basis file
  52130. */
  52131. fileInfo: BasisFileInfo;
  52132. /**
  52133. * Format to use when loading the file
  52134. */
  52135. format: number;
  52136. }
  52137. /**
  52138. * Configuration options for the Basis transcoder
  52139. */
  52140. export class BasisTranscodeConfiguration {
  52141. /**
  52142. * Supported compression formats used to determine the supported output format of the transcoder
  52143. */
  52144. supportedCompressionFormats?: {
  52145. /**
  52146. * etc1 compression format
  52147. */
  52148. etc1?: boolean;
  52149. /**
  52150. * s3tc compression format
  52151. */
  52152. s3tc?: boolean;
  52153. /**
  52154. * pvrtc compression format
  52155. */
  52156. pvrtc?: boolean;
  52157. /**
  52158. * etc2 compression format
  52159. */
  52160. etc2?: boolean;
  52161. };
  52162. /**
  52163. * If mipmap levels should be loaded for transcoded images (Default: true)
  52164. */
  52165. loadMipmapLevels?: boolean;
  52166. /**
  52167. * Index of a single image to load (Default: all images)
  52168. */
  52169. loadSingleImage?: number;
  52170. }
  52171. /**
  52172. * Used to load .Basis files
  52173. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  52174. */
  52175. export class BasisTools {
  52176. private static _IgnoreSupportedFormats;
  52177. /**
  52178. * URL to use when loading the basis transcoder
  52179. */
  52180. static JSModuleURL: string;
  52181. /**
  52182. * URL to use when loading the wasm module for the transcoder
  52183. */
  52184. static WasmModuleURL: string;
  52185. /**
  52186. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  52187. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  52188. * @returns internal format corresponding to the Basis format
  52189. */
  52190. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  52191. private static _WorkerPromise;
  52192. private static _Worker;
  52193. private static _actionId;
  52194. private static _CreateWorkerAsync;
  52195. /**
  52196. * Transcodes a loaded image file to compressed pixel data
  52197. * @param imageData image data to transcode
  52198. * @param config configuration options for the transcoding
  52199. * @returns a promise resulting in the transcoded image
  52200. */
  52201. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  52202. /**
  52203. * Loads a texture from the transcode result
  52204. * @param texture texture load to
  52205. * @param transcodeResult the result of transcoding the basis file to load from
  52206. */
  52207. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  52208. }
  52209. }
  52210. declare module BABYLON {
  52211. /**
  52212. * Loader for .basis file format
  52213. */
  52214. export class _BasisTextureLoader implements IInternalTextureLoader {
  52215. /**
  52216. * Defines whether the loader supports cascade loading the different faces.
  52217. */
  52218. readonly supportCascades: boolean;
  52219. /**
  52220. * This returns if the loader support the current file information.
  52221. * @param extension defines the file extension of the file being loaded
  52222. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52223. * @param fallback defines the fallback internal texture if any
  52224. * @param isBase64 defines whether the texture is encoded as a base64
  52225. * @param isBuffer defines whether the texture data are stored as a buffer
  52226. * @returns true if the loader can load the specified file
  52227. */
  52228. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52229. /**
  52230. * Transform the url before loading if required.
  52231. * @param rootUrl the url of the texture
  52232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52233. * @returns the transformed texture
  52234. */
  52235. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52236. /**
  52237. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52238. * @param rootUrl the url of the texture
  52239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52240. * @returns the fallback texture
  52241. */
  52242. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52243. /**
  52244. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  52245. * @param data contains the texture data
  52246. * @param texture defines the BabylonJS internal texture
  52247. * @param createPolynomials will be true if polynomials have been requested
  52248. * @param onLoad defines the callback to trigger once the texture is ready
  52249. * @param onError defines the callback to trigger in case of error
  52250. */
  52251. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52252. /**
  52253. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52254. * @param data contains the texture data
  52255. * @param texture defines the BabylonJS internal texture
  52256. * @param callback defines the method to call once ready to upload
  52257. */
  52258. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52259. }
  52260. }
  52261. declare module BABYLON {
  52262. /**
  52263. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  52264. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  52265. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  52266. */
  52267. export class CustomProceduralTexture extends ProceduralTexture {
  52268. private _animate;
  52269. private _time;
  52270. private _config;
  52271. private _texturePath;
  52272. /**
  52273. * Instantiates a new Custom Procedural Texture.
  52274. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  52275. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  52276. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  52277. * @param name Define the name of the texture
  52278. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  52279. * @param size Define the size of the texture to create
  52280. * @param scene Define the scene the texture belongs to
  52281. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  52282. * @param generateMipMaps Define if the texture should creates mip maps or not
  52283. */
  52284. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  52285. private _loadJson;
  52286. /**
  52287. * Is the texture ready to be used ? (rendered at least once)
  52288. * @returns true if ready, otherwise, false.
  52289. */
  52290. isReady(): boolean;
  52291. /**
  52292. * Render the texture to its associated render target.
  52293. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  52294. */
  52295. render(useCameraPostProcess?: boolean): void;
  52296. /**
  52297. * Update the list of dependant textures samplers in the shader.
  52298. */
  52299. updateTextures(): void;
  52300. /**
  52301. * Update the uniform values of the procedural texture in the shader.
  52302. */
  52303. updateShaderUniforms(): void;
  52304. /**
  52305. * Define if the texture animates or not.
  52306. */
  52307. animate: boolean;
  52308. }
  52309. }
  52310. declare module BABYLON {
  52311. /** @hidden */
  52312. export var noisePixelShader: {
  52313. name: string;
  52314. shader: string;
  52315. };
  52316. }
  52317. declare module BABYLON {
  52318. /**
  52319. * Class used to generate noise procedural textures
  52320. */
  52321. export class NoiseProceduralTexture extends ProceduralTexture {
  52322. private _time;
  52323. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  52324. brightness: number;
  52325. /** Defines the number of octaves to process */
  52326. octaves: number;
  52327. /** Defines the level of persistence (0.8 by default) */
  52328. persistence: number;
  52329. /** Gets or sets animation speed factor (default is 1) */
  52330. animationSpeedFactor: number;
  52331. /**
  52332. * Creates a new NoiseProceduralTexture
  52333. * @param name defines the name fo the texture
  52334. * @param size defines the size of the texture (default is 256)
  52335. * @param scene defines the hosting scene
  52336. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  52337. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  52338. */
  52339. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  52340. private _updateShaderUniforms;
  52341. protected _getDefines(): string;
  52342. /** Generate the current state of the procedural texture */
  52343. render(useCameraPostProcess?: boolean): void;
  52344. /**
  52345. * Serializes this noise procedural texture
  52346. * @returns a serialized noise procedural texture object
  52347. */
  52348. serialize(): any;
  52349. /**
  52350. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  52351. * @param parsedTexture defines parsed texture data
  52352. * @param scene defines the current scene
  52353. * @param rootUrl defines the root URL containing noise procedural texture information
  52354. * @returns a parsed NoiseProceduralTexture
  52355. */
  52356. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  52357. }
  52358. }
  52359. declare module BABYLON {
  52360. /**
  52361. * Raw cube texture where the raw buffers are passed in
  52362. */
  52363. export class RawCubeTexture extends CubeTexture {
  52364. /**
  52365. * Creates a cube texture where the raw buffers are passed in.
  52366. * @param scene defines the scene the texture is attached to
  52367. * @param data defines the array of data to use to create each face
  52368. * @param size defines the size of the textures
  52369. * @param format defines the format of the data
  52370. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  52371. * @param generateMipMaps defines if the engine should generate the mip levels
  52372. * @param invertY defines if data must be stored with Y axis inverted
  52373. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  52374. * @param compression defines the compression used (null by default)
  52375. */
  52376. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  52377. /**
  52378. * Updates the raw cube texture.
  52379. * @param data defines the data to store
  52380. * @param format defines the data format
  52381. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  52382. * @param invertY defines if data must be stored with Y axis inverted
  52383. * @param compression defines the compression used (null by default)
  52384. * @param level defines which level of the texture to update
  52385. */
  52386. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  52387. /**
  52388. * Updates a raw cube texture with RGBD encoded data.
  52389. * @param data defines the array of data [mipmap][face] to use to create each face
  52390. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  52391. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  52392. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  52393. * @returns a promsie that resolves when the operation is complete
  52394. */
  52395. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  52396. /**
  52397. * Clones the raw cube texture.
  52398. * @return a new cube texture
  52399. */
  52400. clone(): CubeTexture;
  52401. /** @hidden */
  52402. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  52403. }
  52404. }
  52405. declare module BABYLON {
  52406. /**
  52407. * Class used to store 3D textures containing user data
  52408. */
  52409. export class RawTexture3D extends Texture {
  52410. /** Gets or sets the texture format to use */
  52411. format: number;
  52412. private _engine;
  52413. /**
  52414. * Create a new RawTexture3D
  52415. * @param data defines the data of the texture
  52416. * @param width defines the width of the texture
  52417. * @param height defines the height of the texture
  52418. * @param depth defines the depth of the texture
  52419. * @param format defines the texture format to use
  52420. * @param scene defines the hosting scene
  52421. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  52422. * @param invertY defines if texture must be stored with Y axis inverted
  52423. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  52424. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  52425. */
  52426. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  52427. /** Gets or sets the texture format to use */
  52428. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  52429. /**
  52430. * Update the texture with new data
  52431. * @param data defines the data to store in the texture
  52432. */
  52433. update(data: ArrayBufferView): void;
  52434. }
  52435. }
  52436. declare module BABYLON {
  52437. /**
  52438. * Creates a refraction texture used by refraction channel of the standard material.
  52439. * It is like a mirror but to see through a material.
  52440. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  52441. */
  52442. export class RefractionTexture extends RenderTargetTexture {
  52443. /**
  52444. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  52445. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  52446. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  52447. */
  52448. refractionPlane: Plane;
  52449. /**
  52450. * Define how deep under the surface we should see.
  52451. */
  52452. depth: number;
  52453. /**
  52454. * Creates a refraction texture used by refraction channel of the standard material.
  52455. * It is like a mirror but to see through a material.
  52456. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  52457. * @param name Define the texture name
  52458. * @param size Define the size of the underlying texture
  52459. * @param scene Define the scene the refraction belongs to
  52460. * @param generateMipMaps Define if we need to generate mips level for the refraction
  52461. */
  52462. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  52463. /**
  52464. * Clone the refraction texture.
  52465. * @returns the cloned texture
  52466. */
  52467. clone(): RefractionTexture;
  52468. /**
  52469. * Serialize the texture to a JSON representation you could use in Parse later on
  52470. * @returns the serialized JSON representation
  52471. */
  52472. serialize(): any;
  52473. }
  52474. }
  52475. declare module BABYLON {
  52476. /**
  52477. * Defines the options related to the creation of an HtmlElementTexture
  52478. */
  52479. export interface IHtmlElementTextureOptions {
  52480. /**
  52481. * Defines wether mip maps should be created or not.
  52482. */
  52483. generateMipMaps?: boolean;
  52484. /**
  52485. * Defines the sampling mode of the texture.
  52486. */
  52487. samplingMode?: number;
  52488. /**
  52489. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  52490. */
  52491. engine: Nullable<ThinEngine>;
  52492. /**
  52493. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  52494. */
  52495. scene: Nullable<Scene>;
  52496. }
  52497. /**
  52498. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  52499. * To be as efficient as possible depending on your constraints nothing aside the first upload
  52500. * is automatically managed.
  52501. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  52502. * in your application.
  52503. *
  52504. * As the update is not automatic, you need to call them manually.
  52505. */
  52506. export class HtmlElementTexture extends BaseTexture {
  52507. /**
  52508. * The texture URL.
  52509. */
  52510. element: HTMLVideoElement | HTMLCanvasElement;
  52511. private static readonly DefaultOptions;
  52512. private _textureMatrix;
  52513. private _engine;
  52514. private _isVideo;
  52515. private _generateMipMaps;
  52516. private _samplingMode;
  52517. /**
  52518. * Instantiates a HtmlElementTexture from the following parameters.
  52519. *
  52520. * @param name Defines the name of the texture
  52521. * @param element Defines the video or canvas the texture is filled with
  52522. * @param options Defines the other none mandatory texture creation options
  52523. */
  52524. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  52525. private _createInternalTexture;
  52526. /**
  52527. * Returns the texture matrix used in most of the material.
  52528. */
  52529. getTextureMatrix(): Matrix;
  52530. /**
  52531. * Updates the content of the texture.
  52532. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  52533. */
  52534. update(invertY?: Nullable<boolean>): void;
  52535. }
  52536. }
  52537. declare module BABYLON {
  52538. /**
  52539. * Enum used to define the target of a block
  52540. */
  52541. export enum NodeMaterialBlockTargets {
  52542. /** Vertex shader */
  52543. Vertex = 1,
  52544. /** Fragment shader */
  52545. Fragment = 2,
  52546. /** Neutral */
  52547. Neutral = 4,
  52548. /** Vertex and Fragment */
  52549. VertexAndFragment = 3
  52550. }
  52551. }
  52552. declare module BABYLON {
  52553. /**
  52554. * Defines the kind of connection point for node based material
  52555. */
  52556. export enum NodeMaterialBlockConnectionPointTypes {
  52557. /** Float */
  52558. Float = 1,
  52559. /** Int */
  52560. Int = 2,
  52561. /** Vector2 */
  52562. Vector2 = 4,
  52563. /** Vector3 */
  52564. Vector3 = 8,
  52565. /** Vector4 */
  52566. Vector4 = 16,
  52567. /** Color3 */
  52568. Color3 = 32,
  52569. /** Color4 */
  52570. Color4 = 64,
  52571. /** Matrix */
  52572. Matrix = 128,
  52573. /** Detect type based on connection */
  52574. AutoDetect = 1024,
  52575. /** Output type that will be defined by input type */
  52576. BasedOnInput = 2048
  52577. }
  52578. }
  52579. declare module BABYLON {
  52580. /**
  52581. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  52582. */
  52583. export enum NodeMaterialBlockConnectionPointMode {
  52584. /** Value is an uniform */
  52585. Uniform = 0,
  52586. /** Value is a mesh attribute */
  52587. Attribute = 1,
  52588. /** Value is a varying between vertex and fragment shaders */
  52589. Varying = 2,
  52590. /** Mode is undefined */
  52591. Undefined = 3
  52592. }
  52593. }
  52594. declare module BABYLON {
  52595. /**
  52596. * Enum used to define system values e.g. values automatically provided by the system
  52597. */
  52598. export enum NodeMaterialSystemValues {
  52599. /** World */
  52600. World = 1,
  52601. /** View */
  52602. View = 2,
  52603. /** Projection */
  52604. Projection = 3,
  52605. /** ViewProjection */
  52606. ViewProjection = 4,
  52607. /** WorldView */
  52608. WorldView = 5,
  52609. /** WorldViewProjection */
  52610. WorldViewProjection = 6,
  52611. /** CameraPosition */
  52612. CameraPosition = 7,
  52613. /** Fog Color */
  52614. FogColor = 8,
  52615. /** Delta time */
  52616. DeltaTime = 9
  52617. }
  52618. }
  52619. declare module BABYLON {
  52620. /**
  52621. * Root class for all node material optimizers
  52622. */
  52623. export class NodeMaterialOptimizer {
  52624. /**
  52625. * Function used to optimize a NodeMaterial graph
  52626. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  52627. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  52628. */
  52629. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  52630. }
  52631. }
  52632. declare module BABYLON {
  52633. /**
  52634. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  52635. */
  52636. export class TransformBlock extends NodeMaterialBlock {
  52637. /**
  52638. * Defines the value to use to complement W value to transform it to a Vector4
  52639. */
  52640. complementW: number;
  52641. /**
  52642. * Defines the value to use to complement z value to transform it to a Vector4
  52643. */
  52644. complementZ: number;
  52645. /**
  52646. * Creates a new TransformBlock
  52647. * @param name defines the block name
  52648. */
  52649. constructor(name: string);
  52650. /**
  52651. * Gets the current class name
  52652. * @returns the class name
  52653. */
  52654. getClassName(): string;
  52655. /**
  52656. * Gets the vector input
  52657. */
  52658. readonly vector: NodeMaterialConnectionPoint;
  52659. /**
  52660. * Gets the output component
  52661. */
  52662. readonly output: NodeMaterialConnectionPoint;
  52663. /**
  52664. * Gets the matrix transform input
  52665. */
  52666. readonly transform: NodeMaterialConnectionPoint;
  52667. protected _buildBlock(state: NodeMaterialBuildState): this;
  52668. serialize(): any;
  52669. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  52670. protected _dumpPropertiesCode(): string;
  52671. }
  52672. }
  52673. declare module BABYLON {
  52674. /**
  52675. * Block used to output the vertex position
  52676. */
  52677. export class VertexOutputBlock extends NodeMaterialBlock {
  52678. /**
  52679. * Creates a new VertexOutputBlock
  52680. * @param name defines the block name
  52681. */
  52682. constructor(name: string);
  52683. /**
  52684. * Gets the current class name
  52685. * @returns the class name
  52686. */
  52687. getClassName(): string;
  52688. /**
  52689. * Gets the vector input component
  52690. */
  52691. readonly vector: NodeMaterialConnectionPoint;
  52692. protected _buildBlock(state: NodeMaterialBuildState): this;
  52693. }
  52694. }
  52695. declare module BABYLON {
  52696. /**
  52697. * Block used to output the final color
  52698. */
  52699. export class FragmentOutputBlock extends NodeMaterialBlock {
  52700. /**
  52701. * Create a new FragmentOutputBlock
  52702. * @param name defines the block name
  52703. */
  52704. constructor(name: string);
  52705. /**
  52706. * Gets the current class name
  52707. * @returns the class name
  52708. */
  52709. getClassName(): string;
  52710. /**
  52711. * Gets the rgba input component
  52712. */
  52713. readonly rgba: NodeMaterialConnectionPoint;
  52714. /**
  52715. * Gets the rgb input component
  52716. */
  52717. readonly rgb: NodeMaterialConnectionPoint;
  52718. /**
  52719. * Gets the a input component
  52720. */
  52721. readonly a: NodeMaterialConnectionPoint;
  52722. protected _buildBlock(state: NodeMaterialBuildState): this;
  52723. }
  52724. }
  52725. declare module BABYLON {
  52726. /**
  52727. * Block used to read a reflection texture from a sampler
  52728. */
  52729. export class ReflectionTextureBlock extends NodeMaterialBlock {
  52730. private _define3DName;
  52731. private _defineCubicName;
  52732. private _defineExplicitName;
  52733. private _defineProjectionName;
  52734. private _defineLocalCubicName;
  52735. private _defineSphericalName;
  52736. private _definePlanarName;
  52737. private _defineEquirectangularName;
  52738. private _defineMirroredEquirectangularFixedName;
  52739. private _defineEquirectangularFixedName;
  52740. private _defineSkyboxName;
  52741. private _cubeSamplerName;
  52742. private _2DSamplerName;
  52743. private _positionUVWName;
  52744. private _directionWName;
  52745. private _reflectionCoordsName;
  52746. private _reflection2DCoordsName;
  52747. private _reflectionColorName;
  52748. private _reflectionMatrixName;
  52749. /**
  52750. * Gets or sets the texture associated with the node
  52751. */
  52752. texture: Nullable<BaseTexture>;
  52753. /**
  52754. * Create a new TextureBlock
  52755. * @param name defines the block name
  52756. */
  52757. constructor(name: string);
  52758. /**
  52759. * Gets the current class name
  52760. * @returns the class name
  52761. */
  52762. getClassName(): string;
  52763. /**
  52764. * Gets the world position input component
  52765. */
  52766. readonly position: NodeMaterialConnectionPoint;
  52767. /**
  52768. * Gets the world position input component
  52769. */
  52770. readonly worldPosition: NodeMaterialConnectionPoint;
  52771. /**
  52772. * Gets the world normal input component
  52773. */
  52774. readonly worldNormal: NodeMaterialConnectionPoint;
  52775. /**
  52776. * Gets the world input component
  52777. */
  52778. readonly world: NodeMaterialConnectionPoint;
  52779. /**
  52780. * Gets the camera (or eye) position component
  52781. */
  52782. readonly cameraPosition: NodeMaterialConnectionPoint;
  52783. /**
  52784. * Gets the view input component
  52785. */
  52786. readonly view: NodeMaterialConnectionPoint;
  52787. /**
  52788. * Gets the rgb output component
  52789. */
  52790. readonly rgb: NodeMaterialConnectionPoint;
  52791. /**
  52792. * Gets the r output component
  52793. */
  52794. readonly r: NodeMaterialConnectionPoint;
  52795. /**
  52796. * Gets the g output component
  52797. */
  52798. readonly g: NodeMaterialConnectionPoint;
  52799. /**
  52800. * Gets the b output component
  52801. */
  52802. readonly b: NodeMaterialConnectionPoint;
  52803. autoConfigure(material: NodeMaterial): void;
  52804. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  52805. isReady(): boolean;
  52806. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  52807. private _injectVertexCode;
  52808. private _writeOutput;
  52809. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  52810. serialize(): any;
  52811. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  52812. }
  52813. }
  52814. declare module BABYLON {
  52815. /**
  52816. * Interface used to configure the node material editor
  52817. */
  52818. export interface INodeMaterialEditorOptions {
  52819. /** Define the URl to load node editor script */
  52820. editorURL?: string;
  52821. }
  52822. /** @hidden */
  52823. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  52824. /** BONES */
  52825. NUM_BONE_INFLUENCERS: number;
  52826. BonesPerMesh: number;
  52827. BONETEXTURE: boolean;
  52828. /** MORPH TARGETS */
  52829. MORPHTARGETS: boolean;
  52830. MORPHTARGETS_NORMAL: boolean;
  52831. MORPHTARGETS_TANGENT: boolean;
  52832. MORPHTARGETS_UV: boolean;
  52833. NUM_MORPH_INFLUENCERS: number;
  52834. /** IMAGE PROCESSING */
  52835. IMAGEPROCESSING: boolean;
  52836. VIGNETTE: boolean;
  52837. VIGNETTEBLENDMODEMULTIPLY: boolean;
  52838. VIGNETTEBLENDMODEOPAQUE: boolean;
  52839. TONEMAPPING: boolean;
  52840. TONEMAPPING_ACES: boolean;
  52841. CONTRAST: boolean;
  52842. EXPOSURE: boolean;
  52843. COLORCURVES: boolean;
  52844. COLORGRADING: boolean;
  52845. COLORGRADING3D: boolean;
  52846. SAMPLER3DGREENDEPTH: boolean;
  52847. SAMPLER3DBGRMAP: boolean;
  52848. IMAGEPROCESSINGPOSTPROCESS: boolean;
  52849. /** MISC. */
  52850. BUMPDIRECTUV: number;
  52851. constructor();
  52852. setValue(name: string, value: boolean): void;
  52853. }
  52854. /**
  52855. * Class used to configure NodeMaterial
  52856. */
  52857. export interface INodeMaterialOptions {
  52858. /**
  52859. * Defines if blocks should emit comments
  52860. */
  52861. emitComments: boolean;
  52862. }
  52863. /**
  52864. * Class used to create a node based material built by assembling shader blocks
  52865. */
  52866. export class NodeMaterial extends PushMaterial {
  52867. private static _BuildIdGenerator;
  52868. private _options;
  52869. private _vertexCompilationState;
  52870. private _fragmentCompilationState;
  52871. private _sharedData;
  52872. private _buildId;
  52873. private _buildWasSuccessful;
  52874. private _cachedWorldViewMatrix;
  52875. private _cachedWorldViewProjectionMatrix;
  52876. private _optimizers;
  52877. private _animationFrame;
  52878. /** Define the URl to load node editor script */
  52879. static EditorURL: string;
  52880. private BJSNODEMATERIALEDITOR;
  52881. /** Get the inspector from bundle or global */
  52882. private _getGlobalNodeMaterialEditor;
  52883. /**
  52884. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  52885. */
  52886. ignoreAlpha: boolean;
  52887. /**
  52888. * Defines the maximum number of lights that can be used in the material
  52889. */
  52890. maxSimultaneousLights: number;
  52891. /**
  52892. * Observable raised when the material is built
  52893. */
  52894. onBuildObservable: Observable<NodeMaterial>;
  52895. /**
  52896. * Gets or sets the root nodes of the material vertex shader
  52897. */
  52898. _vertexOutputNodes: NodeMaterialBlock[];
  52899. /**
  52900. * Gets or sets the root nodes of the material fragment (pixel) shader
  52901. */
  52902. _fragmentOutputNodes: NodeMaterialBlock[];
  52903. /** Gets or sets options to control the node material overall behavior */
  52904. options: INodeMaterialOptions;
  52905. /**
  52906. * Default configuration related to image processing available in the standard Material.
  52907. */
  52908. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  52909. /**
  52910. * Gets the image processing configuration used either in this material.
  52911. */
  52912. /**
  52913. * Sets the Default image processing configuration used either in the this material.
  52914. *
  52915. * If sets to null, the scene one is in use.
  52916. */
  52917. imageProcessingConfiguration: ImageProcessingConfiguration;
  52918. /**
  52919. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  52920. */
  52921. attachedBlocks: NodeMaterialBlock[];
  52922. /**
  52923. * Create a new node based material
  52924. * @param name defines the material name
  52925. * @param scene defines the hosting scene
  52926. * @param options defines creation option
  52927. */
  52928. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  52929. /**
  52930. * Gets the current class name of the material e.g. "NodeMaterial"
  52931. * @returns the class name
  52932. */
  52933. getClassName(): string;
  52934. /**
  52935. * Keep track of the image processing observer to allow dispose and replace.
  52936. */
  52937. private _imageProcessingObserver;
  52938. /**
  52939. * Attaches a new image processing configuration to the Standard Material.
  52940. * @param configuration
  52941. */
  52942. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  52943. /**
  52944. * Get a block by its name
  52945. * @param name defines the name of the block to retrieve
  52946. * @returns the required block or null if not found
  52947. */
  52948. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  52949. /**
  52950. * Get a block by its name
  52951. * @param predicate defines the predicate used to find the good candidate
  52952. * @returns the required block or null if not found
  52953. */
  52954. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  52955. /**
  52956. * Get an input block by its name
  52957. * @param predicate defines the predicate used to find the good candidate
  52958. * @returns the required input block or null if not found
  52959. */
  52960. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  52961. /**
  52962. * Gets the list of input blocks attached to this material
  52963. * @returns an array of InputBlocks
  52964. */
  52965. getInputBlocks(): InputBlock[];
  52966. /**
  52967. * Adds a new optimizer to the list of optimizers
  52968. * @param optimizer defines the optimizers to add
  52969. * @returns the current material
  52970. */
  52971. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  52972. /**
  52973. * Remove an optimizer from the list of optimizers
  52974. * @param optimizer defines the optimizers to remove
  52975. * @returns the current material
  52976. */
  52977. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  52978. /**
  52979. * Add a new block to the list of output nodes
  52980. * @param node defines the node to add
  52981. * @returns the current material
  52982. */
  52983. addOutputNode(node: NodeMaterialBlock): this;
  52984. /**
  52985. * Remove a block from the list of root nodes
  52986. * @param node defines the node to remove
  52987. * @returns the current material
  52988. */
  52989. removeOutputNode(node: NodeMaterialBlock): this;
  52990. private _addVertexOutputNode;
  52991. private _removeVertexOutputNode;
  52992. private _addFragmentOutputNode;
  52993. private _removeFragmentOutputNode;
  52994. /**
  52995. * Specifies if the material will require alpha blending
  52996. * @returns a boolean specifying if alpha blending is needed
  52997. */
  52998. needAlphaBlending(): boolean;
  52999. /**
  53000. * Specifies if this material should be rendered in alpha test mode
  53001. * @returns a boolean specifying if an alpha test is needed.
  53002. */
  53003. needAlphaTesting(): boolean;
  53004. private _initializeBlock;
  53005. private _resetDualBlocks;
  53006. /**
  53007. * Build the material and generates the inner effect
  53008. * @param verbose defines if the build should log activity
  53009. */
  53010. build(verbose?: boolean): void;
  53011. /**
  53012. * Runs an otpimization phase to try to improve the shader code
  53013. */
  53014. optimize(): void;
  53015. private _prepareDefinesForAttributes;
  53016. /**
  53017. * Get if the submesh is ready to be used and all its information available.
  53018. * Child classes can use it to update shaders
  53019. * @param mesh defines the mesh to check
  53020. * @param subMesh defines which submesh to check
  53021. * @param useInstances specifies that instances should be used
  53022. * @returns a boolean indicating that the submesh is ready or not
  53023. */
  53024. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53025. /**
  53026. * Get a string representing the shaders built by the current node graph
  53027. */
  53028. readonly compiledShaders: string;
  53029. /**
  53030. * Binds the world matrix to the material
  53031. * @param world defines the world transformation matrix
  53032. */
  53033. bindOnlyWorldMatrix(world: Matrix): void;
  53034. /**
  53035. * Binds the submesh to this material by preparing the effect and shader to draw
  53036. * @param world defines the world transformation matrix
  53037. * @param mesh defines the mesh containing the submesh
  53038. * @param subMesh defines the submesh to bind the material to
  53039. */
  53040. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53041. /**
  53042. * Gets the active textures from the material
  53043. * @returns an array of textures
  53044. */
  53045. getActiveTextures(): BaseTexture[];
  53046. /**
  53047. * Gets the list of texture blocks
  53048. * @returns an array of texture blocks
  53049. */
  53050. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  53051. /**
  53052. * Specifies if the material uses a texture
  53053. * @param texture defines the texture to check against the material
  53054. * @returns a boolean specifying if the material uses the texture
  53055. */
  53056. hasTexture(texture: BaseTexture): boolean;
  53057. /**
  53058. * Disposes the material
  53059. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53060. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53061. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53062. */
  53063. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53064. /** Creates the node editor window. */
  53065. private _createNodeEditor;
  53066. /**
  53067. * Launch the node material editor
  53068. * @param config Define the configuration of the editor
  53069. * @return a promise fulfilled when the node editor is visible
  53070. */
  53071. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53072. /**
  53073. * Clear the current material
  53074. */
  53075. clear(): void;
  53076. /**
  53077. * Clear the current material and set it to a default state
  53078. */
  53079. setToDefault(): void;
  53080. /**
  53081. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  53082. * @param url defines the url to load from
  53083. * @returns a promise that will fullfil when the material is fully loaded
  53084. */
  53085. loadAsync(url: string): Promise<unknown>;
  53086. private _gatherBlocks;
  53087. /**
  53088. * Generate a string containing the code declaration required to create an equivalent of this material
  53089. * @returns a string
  53090. */
  53091. generateCode(): string;
  53092. /**
  53093. * Serializes this material in a JSON representation
  53094. * @returns the serialized material object
  53095. */
  53096. serialize(): any;
  53097. private _restoreConnections;
  53098. /**
  53099. * Clear the current graph and load a new one from a serialization object
  53100. * @param source defines the JSON representation of the material
  53101. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53102. */
  53103. loadFromSerialization(source: any, rootUrl?: string): void;
  53104. /**
  53105. * Creates a node material from parsed material data
  53106. * @param source defines the JSON representation of the material
  53107. * @param scene defines the hosting scene
  53108. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53109. * @returns a new node material
  53110. */
  53111. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53112. /**
  53113. * Creates a new node material set to default basic configuration
  53114. * @param name defines the name of the material
  53115. * @param scene defines the hosting scene
  53116. * @returns a new NodeMaterial
  53117. */
  53118. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  53119. }
  53120. }
  53121. declare module BABYLON {
  53122. /**
  53123. * Block used to read a texture from a sampler
  53124. */
  53125. export class TextureBlock extends NodeMaterialBlock {
  53126. private _defineName;
  53127. private _linearDefineName;
  53128. private _samplerName;
  53129. private _transformedUVName;
  53130. private _textureTransformName;
  53131. private _textureInfoName;
  53132. private _mainUVName;
  53133. private _mainUVDefineName;
  53134. /**
  53135. * Gets or sets the texture associated with the node
  53136. */
  53137. texture: Nullable<Texture>;
  53138. /**
  53139. * Create a new TextureBlock
  53140. * @param name defines the block name
  53141. */
  53142. constructor(name: string);
  53143. /**
  53144. * Gets the current class name
  53145. * @returns the class name
  53146. */
  53147. getClassName(): string;
  53148. /**
  53149. * Gets the uv input component
  53150. */
  53151. readonly uv: NodeMaterialConnectionPoint;
  53152. /**
  53153. * Gets the rgba output component
  53154. */
  53155. readonly rgba: NodeMaterialConnectionPoint;
  53156. /**
  53157. * Gets the rgb output component
  53158. */
  53159. readonly rgb: NodeMaterialConnectionPoint;
  53160. /**
  53161. * Gets the r output component
  53162. */
  53163. readonly r: NodeMaterialConnectionPoint;
  53164. /**
  53165. * Gets the g output component
  53166. */
  53167. readonly g: NodeMaterialConnectionPoint;
  53168. /**
  53169. * Gets the b output component
  53170. */
  53171. readonly b: NodeMaterialConnectionPoint;
  53172. /**
  53173. * Gets the a output component
  53174. */
  53175. readonly a: NodeMaterialConnectionPoint;
  53176. readonly target: NodeMaterialBlockTargets;
  53177. autoConfigure(material: NodeMaterial): void;
  53178. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53179. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53180. isReady(): boolean;
  53181. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53182. private readonly _isMixed;
  53183. private _injectVertexCode;
  53184. private _writeOutput;
  53185. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  53186. protected _dumpPropertiesCode(): string;
  53187. serialize(): any;
  53188. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53189. }
  53190. }
  53191. declare module BABYLON {
  53192. /**
  53193. * Class used to store shared data between 2 NodeMaterialBuildState
  53194. */
  53195. export class NodeMaterialBuildStateSharedData {
  53196. /**
  53197. * Gets the list of emitted varyings
  53198. */
  53199. temps: string[];
  53200. /**
  53201. * Gets the list of emitted varyings
  53202. */
  53203. varyings: string[];
  53204. /**
  53205. * Gets the varying declaration string
  53206. */
  53207. varyingDeclaration: string;
  53208. /**
  53209. * Input blocks
  53210. */
  53211. inputBlocks: InputBlock[];
  53212. /**
  53213. * Input blocks
  53214. */
  53215. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  53216. /**
  53217. * Bindable blocks (Blocks that need to set data to the effect)
  53218. */
  53219. bindableBlocks: NodeMaterialBlock[];
  53220. /**
  53221. * List of blocks that can provide a compilation fallback
  53222. */
  53223. blocksWithFallbacks: NodeMaterialBlock[];
  53224. /**
  53225. * List of blocks that can provide a define update
  53226. */
  53227. blocksWithDefines: NodeMaterialBlock[];
  53228. /**
  53229. * List of blocks that can provide a repeatable content
  53230. */
  53231. repeatableContentBlocks: NodeMaterialBlock[];
  53232. /**
  53233. * List of blocks that can provide a dynamic list of uniforms
  53234. */
  53235. dynamicUniformBlocks: NodeMaterialBlock[];
  53236. /**
  53237. * List of blocks that can block the isReady function for the material
  53238. */
  53239. blockingBlocks: NodeMaterialBlock[];
  53240. /**
  53241. * Gets the list of animated inputs
  53242. */
  53243. animatedInputs: InputBlock[];
  53244. /**
  53245. * Build Id used to avoid multiple recompilations
  53246. */
  53247. buildId: number;
  53248. /** List of emitted variables */
  53249. variableNames: {
  53250. [key: string]: number;
  53251. };
  53252. /** List of emitted defines */
  53253. defineNames: {
  53254. [key: string]: number;
  53255. };
  53256. /** Should emit comments? */
  53257. emitComments: boolean;
  53258. /** Emit build activity */
  53259. verbose: boolean;
  53260. /** Gets or sets the hosting scene */
  53261. scene: Scene;
  53262. /**
  53263. * Gets the compilation hints emitted at compilation time
  53264. */
  53265. hints: {
  53266. needWorldViewMatrix: boolean;
  53267. needWorldViewProjectionMatrix: boolean;
  53268. needAlphaBlending: boolean;
  53269. needAlphaTesting: boolean;
  53270. };
  53271. /**
  53272. * List of compilation checks
  53273. */
  53274. checks: {
  53275. emitVertex: boolean;
  53276. emitFragment: boolean;
  53277. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  53278. };
  53279. /** Creates a new shared data */
  53280. constructor();
  53281. /**
  53282. * Emits console errors and exceptions if there is a failing check
  53283. */
  53284. emitErrors(): void;
  53285. }
  53286. }
  53287. declare module BABYLON {
  53288. /**
  53289. * Class used to store node based material build state
  53290. */
  53291. export class NodeMaterialBuildState {
  53292. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  53293. supportUniformBuffers: boolean;
  53294. /**
  53295. * Gets the list of emitted attributes
  53296. */
  53297. attributes: string[];
  53298. /**
  53299. * Gets the list of emitted uniforms
  53300. */
  53301. uniforms: string[];
  53302. /**
  53303. * Gets the list of emitted constants
  53304. */
  53305. constants: string[];
  53306. /**
  53307. * Gets the list of emitted samplers
  53308. */
  53309. samplers: string[];
  53310. /**
  53311. * Gets the list of emitted functions
  53312. */
  53313. functions: {
  53314. [key: string]: string;
  53315. };
  53316. /**
  53317. * Gets the list of emitted extensions
  53318. */
  53319. extensions: {
  53320. [key: string]: string;
  53321. };
  53322. /**
  53323. * Gets the target of the compilation state
  53324. */
  53325. target: NodeMaterialBlockTargets;
  53326. /**
  53327. * Gets the list of emitted counters
  53328. */
  53329. counters: {
  53330. [key: string]: number;
  53331. };
  53332. /**
  53333. * Shared data between multiple NodeMaterialBuildState instances
  53334. */
  53335. sharedData: NodeMaterialBuildStateSharedData;
  53336. /** @hidden */
  53337. _vertexState: NodeMaterialBuildState;
  53338. /** @hidden */
  53339. _attributeDeclaration: string;
  53340. /** @hidden */
  53341. _uniformDeclaration: string;
  53342. /** @hidden */
  53343. _constantDeclaration: string;
  53344. /** @hidden */
  53345. _samplerDeclaration: string;
  53346. /** @hidden */
  53347. _varyingTransfer: string;
  53348. private _repeatableContentAnchorIndex;
  53349. /** @hidden */
  53350. _builtCompilationString: string;
  53351. /**
  53352. * Gets the emitted compilation strings
  53353. */
  53354. compilationString: string;
  53355. /**
  53356. * Finalize the compilation strings
  53357. * @param state defines the current compilation state
  53358. */
  53359. finalize(state: NodeMaterialBuildState): void;
  53360. /** @hidden */
  53361. readonly _repeatableContentAnchor: string;
  53362. /** @hidden */
  53363. _getFreeVariableName(prefix: string): string;
  53364. /** @hidden */
  53365. _getFreeDefineName(prefix: string): string;
  53366. /** @hidden */
  53367. _excludeVariableName(name: string): void;
  53368. /** @hidden */
  53369. _emit2DSampler(name: string): void;
  53370. /** @hidden */
  53371. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  53372. /** @hidden */
  53373. _emitExtension(name: string, extension: string): void;
  53374. /** @hidden */
  53375. _emitFunction(name: string, code: string, comments: string): void;
  53376. /** @hidden */
  53377. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  53378. replaceStrings?: {
  53379. search: RegExp;
  53380. replace: string;
  53381. }[];
  53382. repeatKey?: string;
  53383. }): string;
  53384. /** @hidden */
  53385. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  53386. repeatKey?: string;
  53387. removeAttributes?: boolean;
  53388. removeUniforms?: boolean;
  53389. removeVaryings?: boolean;
  53390. removeIfDef?: boolean;
  53391. replaceStrings?: {
  53392. search: RegExp;
  53393. replace: string;
  53394. }[];
  53395. }, storeKey?: string): void;
  53396. /** @hidden */
  53397. _registerTempVariable(name: string): boolean;
  53398. /** @hidden */
  53399. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  53400. /** @hidden */
  53401. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  53402. /** @hidden */
  53403. _emitFloat(value: number): string;
  53404. }
  53405. }
  53406. declare module BABYLON {
  53407. /**
  53408. * Defines a block that can be used inside a node based material
  53409. */
  53410. export class NodeMaterialBlock {
  53411. private _buildId;
  53412. private _buildTarget;
  53413. private _target;
  53414. private _isFinalMerger;
  53415. private _isInput;
  53416. /** @hidden */
  53417. _codeVariableName: string;
  53418. /** @hidden */
  53419. _inputs: NodeMaterialConnectionPoint[];
  53420. /** @hidden */
  53421. _outputs: NodeMaterialConnectionPoint[];
  53422. /** @hidden */
  53423. _preparationId: number;
  53424. /**
  53425. * Gets or sets the name of the block
  53426. */
  53427. name: string;
  53428. /**
  53429. * Gets or sets the unique id of the node
  53430. */
  53431. uniqueId: number;
  53432. /**
  53433. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  53434. */
  53435. readonly isFinalMerger: boolean;
  53436. /**
  53437. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  53438. */
  53439. readonly isInput: boolean;
  53440. /**
  53441. * Gets or sets the build Id
  53442. */
  53443. buildId: number;
  53444. /**
  53445. * Gets or sets the target of the block
  53446. */
  53447. target: NodeMaterialBlockTargets;
  53448. /**
  53449. * Gets the list of input points
  53450. */
  53451. readonly inputs: NodeMaterialConnectionPoint[];
  53452. /** Gets the list of output points */
  53453. readonly outputs: NodeMaterialConnectionPoint[];
  53454. /**
  53455. * Find an input by its name
  53456. * @param name defines the name of the input to look for
  53457. * @returns the input or null if not found
  53458. */
  53459. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  53460. /**
  53461. * Find an output by its name
  53462. * @param name defines the name of the outputto look for
  53463. * @returns the output or null if not found
  53464. */
  53465. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  53466. /**
  53467. * Creates a new NodeMaterialBlock
  53468. * @param name defines the block name
  53469. * @param target defines the target of that block (Vertex by default)
  53470. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  53471. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  53472. */
  53473. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  53474. /**
  53475. * Initialize the block and prepare the context for build
  53476. * @param state defines the state that will be used for the build
  53477. */
  53478. initialize(state: NodeMaterialBuildState): void;
  53479. /**
  53480. * Bind data to effect. Will only be called for blocks with isBindable === true
  53481. * @param effect defines the effect to bind data to
  53482. * @param nodeMaterial defines the hosting NodeMaterial
  53483. * @param mesh defines the mesh that will be rendered
  53484. */
  53485. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53486. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  53487. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  53488. protected _writeFloat(value: number): string;
  53489. /**
  53490. * Gets the current class name e.g. "NodeMaterialBlock"
  53491. * @returns the class name
  53492. */
  53493. getClassName(): string;
  53494. /**
  53495. * Register a new input. Must be called inside a block constructor
  53496. * @param name defines the connection point name
  53497. * @param type defines the connection point type
  53498. * @param isOptional defines a boolean indicating that this input can be omitted
  53499. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  53500. * @returns the current block
  53501. */
  53502. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  53503. /**
  53504. * Register a new output. Must be called inside a block constructor
  53505. * @param name defines the connection point name
  53506. * @param type defines the connection point type
  53507. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  53508. * @returns the current block
  53509. */
  53510. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  53511. /**
  53512. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  53513. * @param forOutput defines an optional connection point to check compatibility with
  53514. * @returns the first available input or null
  53515. */
  53516. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  53517. /**
  53518. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  53519. * @param forBlock defines an optional block to check compatibility with
  53520. * @returns the first available input or null
  53521. */
  53522. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  53523. /**
  53524. * Gets the sibling of the given output
  53525. * @param current defines the current output
  53526. * @returns the next output in the list or null
  53527. */
  53528. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  53529. /**
  53530. * Connect current block with another block
  53531. * @param other defines the block to connect with
  53532. * @param options define the various options to help pick the right connections
  53533. * @returns the current block
  53534. */
  53535. connectTo(other: NodeMaterialBlock, options?: {
  53536. input?: string;
  53537. output?: string;
  53538. outputSwizzle?: string;
  53539. }): this | undefined;
  53540. protected _buildBlock(state: NodeMaterialBuildState): void;
  53541. /**
  53542. * Add uniforms, samplers and uniform buffers at compilation time
  53543. * @param state defines the state to update
  53544. * @param nodeMaterial defines the node material requesting the update
  53545. * @param defines defines the material defines to update
  53546. * @param uniformBuffers defines the list of uniform buffer names
  53547. */
  53548. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  53549. /**
  53550. * Add potential fallbacks if shader compilation fails
  53551. * @param mesh defines the mesh to be rendered
  53552. * @param fallbacks defines the current prioritized list of fallbacks
  53553. */
  53554. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  53555. /**
  53556. * Initialize defines for shader compilation
  53557. * @param mesh defines the mesh to be rendered
  53558. * @param nodeMaterial defines the node material requesting the update
  53559. * @param defines defines the material defines to update
  53560. * @param useInstances specifies that instances should be used
  53561. */
  53562. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53563. /**
  53564. * Update defines for shader compilation
  53565. * @param mesh defines the mesh to be rendered
  53566. * @param nodeMaterial defines the node material requesting the update
  53567. * @param defines defines the material defines to update
  53568. * @param useInstances specifies that instances should be used
  53569. */
  53570. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53571. /**
  53572. * Lets the block try to connect some inputs automatically
  53573. * @param material defines the hosting NodeMaterial
  53574. */
  53575. autoConfigure(material: NodeMaterial): void;
  53576. /**
  53577. * Function called when a block is declared as repeatable content generator
  53578. * @param vertexShaderState defines the current compilation state for the vertex shader
  53579. * @param fragmentShaderState defines the current compilation state for the fragment shader
  53580. * @param mesh defines the mesh to be rendered
  53581. * @param defines defines the material defines to update
  53582. */
  53583. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  53584. /**
  53585. * Checks if the block is ready
  53586. * @param mesh defines the mesh to be rendered
  53587. * @param nodeMaterial defines the node material requesting the update
  53588. * @param defines defines the material defines to update
  53589. * @param useInstances specifies that instances should be used
  53590. * @returns true if the block is ready
  53591. */
  53592. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  53593. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  53594. private _processBuild;
  53595. /**
  53596. * Compile the current node and generate the shader code
  53597. * @param state defines the current compilation state (uniforms, samplers, current string)
  53598. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  53599. * @returns true if already built
  53600. */
  53601. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  53602. protected _inputRename(name: string): string;
  53603. protected _outputRename(name: string): string;
  53604. protected _dumpPropertiesCode(): string;
  53605. /** @hidden */
  53606. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  53607. /**
  53608. * Clone the current block to a new identical block
  53609. * @param scene defines the hosting scene
  53610. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53611. * @returns a copy of the current block
  53612. */
  53613. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  53614. /**
  53615. * Serializes this block in a JSON representation
  53616. * @returns the serialized block object
  53617. */
  53618. serialize(): any;
  53619. /** @hidden */
  53620. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53621. }
  53622. }
  53623. declare module BABYLON {
  53624. /**
  53625. * Enum defining the type of animations supported by InputBlock
  53626. */
  53627. export enum AnimatedInputBlockTypes {
  53628. /** No animation */
  53629. None = 0,
  53630. /** Time based animation. Will only work for floats */
  53631. Time = 1
  53632. }
  53633. }
  53634. declare module BABYLON {
  53635. /**
  53636. * Block used to expose an input value
  53637. */
  53638. export class InputBlock extends NodeMaterialBlock {
  53639. private _mode;
  53640. private _associatedVariableName;
  53641. private _storedValue;
  53642. private _valueCallback;
  53643. private _type;
  53644. private _animationType;
  53645. /** Gets or set a value used to limit the range of float values */
  53646. min: number;
  53647. /** Gets or set a value used to limit the range of float values */
  53648. max: number;
  53649. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  53650. matrixMode: number;
  53651. /** @hidden */
  53652. _systemValue: Nullable<NodeMaterialSystemValues>;
  53653. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  53654. visibleInInspector: boolean;
  53655. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  53656. isConstant: boolean;
  53657. /**
  53658. * Gets or sets the connection point type (default is float)
  53659. */
  53660. readonly type: NodeMaterialBlockConnectionPointTypes;
  53661. /**
  53662. * Creates a new InputBlock
  53663. * @param name defines the block name
  53664. * @param target defines the target of that block (Vertex by default)
  53665. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  53666. */
  53667. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  53668. /**
  53669. * Gets the output component
  53670. */
  53671. readonly output: NodeMaterialConnectionPoint;
  53672. /**
  53673. * Set the source of this connection point to a vertex attribute
  53674. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  53675. * @returns the current connection point
  53676. */
  53677. setAsAttribute(attributeName?: string): InputBlock;
  53678. /**
  53679. * Set the source of this connection point to a system value
  53680. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  53681. * @returns the current connection point
  53682. */
  53683. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  53684. /**
  53685. * Gets or sets the value of that point.
  53686. * Please note that this value will be ignored if valueCallback is defined
  53687. */
  53688. value: any;
  53689. /**
  53690. * Gets or sets a callback used to get the value of that point.
  53691. * Please note that setting this value will force the connection point to ignore the value property
  53692. */
  53693. valueCallback: () => any;
  53694. /**
  53695. * Gets or sets the associated variable name in the shader
  53696. */
  53697. associatedVariableName: string;
  53698. /** Gets or sets the type of animation applied to the input */
  53699. animationType: AnimatedInputBlockTypes;
  53700. /**
  53701. * Gets a boolean indicating that this connection point not defined yet
  53702. */
  53703. readonly isUndefined: boolean;
  53704. /**
  53705. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  53706. * In this case the connection point name must be the name of the uniform to use.
  53707. * Can only be set on inputs
  53708. */
  53709. isUniform: boolean;
  53710. /**
  53711. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  53712. * In this case the connection point name must be the name of the attribute to use
  53713. * Can only be set on inputs
  53714. */
  53715. isAttribute: boolean;
  53716. /**
  53717. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  53718. * Can only be set on exit points
  53719. */
  53720. isVarying: boolean;
  53721. /**
  53722. * Gets a boolean indicating that the current connection point is a system value
  53723. */
  53724. readonly isSystemValue: boolean;
  53725. /**
  53726. * Gets or sets the current well known value or null if not defined as a system value
  53727. */
  53728. systemValue: Nullable<NodeMaterialSystemValues>;
  53729. /**
  53730. * Gets the current class name
  53731. * @returns the class name
  53732. */
  53733. getClassName(): string;
  53734. /**
  53735. * Animate the input if animationType !== None
  53736. * @param scene defines the rendering scene
  53737. */
  53738. animate(scene: Scene): void;
  53739. private _emitDefine;
  53740. initialize(state: NodeMaterialBuildState): void;
  53741. /**
  53742. * Set the input block to its default value (based on its type)
  53743. */
  53744. setDefaultValue(): void;
  53745. private _emitConstant;
  53746. private _emit;
  53747. /** @hidden */
  53748. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  53749. /** @hidden */
  53750. _transmit(effect: Effect, scene: Scene): void;
  53751. protected _buildBlock(state: NodeMaterialBuildState): void;
  53752. protected _dumpPropertiesCode(): string;
  53753. serialize(): any;
  53754. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53755. }
  53756. }
  53757. declare module BABYLON {
  53758. /**
  53759. * Defines a connection point for a block
  53760. */
  53761. export class NodeMaterialConnectionPoint {
  53762. /** @hidden */
  53763. _ownerBlock: NodeMaterialBlock;
  53764. /** @hidden */
  53765. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  53766. private _endpoints;
  53767. private _associatedVariableName;
  53768. /** @hidden */
  53769. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  53770. /** @hidden */
  53771. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  53772. private _type;
  53773. /** @hidden */
  53774. _enforceAssociatedVariableName: boolean;
  53775. /**
  53776. * Gets or sets the additional types supported by this connection point
  53777. */
  53778. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  53779. /**
  53780. * Gets or sets the additional types excluded by this connection point
  53781. */
  53782. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  53783. /**
  53784. * Gets or sets the associated variable name in the shader
  53785. */
  53786. associatedVariableName: string;
  53787. /**
  53788. * Gets or sets the connection point type (default is float)
  53789. */
  53790. type: NodeMaterialBlockConnectionPointTypes;
  53791. /**
  53792. * Gets or sets the connection point name
  53793. */
  53794. name: string;
  53795. /**
  53796. * Gets or sets a boolean indicating that this connection point can be omitted
  53797. */
  53798. isOptional: boolean;
  53799. /**
  53800. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  53801. */
  53802. define: string;
  53803. /** Gets or sets the target of that connection point */
  53804. target: NodeMaterialBlockTargets;
  53805. /**
  53806. * Gets a boolean indicating that the current point is connected
  53807. */
  53808. readonly isConnected: boolean;
  53809. /**
  53810. * Gets a boolean indicating that the current point is connected to an input block
  53811. */
  53812. readonly isConnectedToInputBlock: boolean;
  53813. /**
  53814. * Gets a the connected input block (if any)
  53815. */
  53816. readonly connectInputBlock: Nullable<InputBlock>;
  53817. /** Get the other side of the connection (if any) */
  53818. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  53819. /** Get the block that owns this connection point */
  53820. readonly ownerBlock: NodeMaterialBlock;
  53821. /** Get the block connected on the other side of this connection (if any) */
  53822. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  53823. /** Get the block connected on the endpoints of this connection (if any) */
  53824. readonly connectedBlocks: Array<NodeMaterialBlock>;
  53825. /** Gets the list of connected endpoints */
  53826. readonly endpoints: NodeMaterialConnectionPoint[];
  53827. /** Gets a boolean indicating if that output point is connected to at least one input */
  53828. readonly hasEndpoints: boolean;
  53829. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  53830. readonly isConnectedInVertexShader: boolean;
  53831. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  53832. readonly isConnectedInFragmentShader: boolean;
  53833. /**
  53834. * Creates a new connection point
  53835. * @param name defines the connection point name
  53836. * @param ownerBlock defines the block hosting this connection point
  53837. */
  53838. constructor(name: string, ownerBlock: NodeMaterialBlock);
  53839. /**
  53840. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  53841. * @returns the class name
  53842. */
  53843. getClassName(): string;
  53844. /**
  53845. * Gets an boolean indicating if the current point can be connected to another point
  53846. * @param connectionPoint defines the other connection point
  53847. * @returns true if the connection is possible
  53848. */
  53849. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  53850. /**
  53851. * Connect this point to another connection point
  53852. * @param connectionPoint defines the other connection point
  53853. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  53854. * @returns the current connection point
  53855. */
  53856. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  53857. /**
  53858. * Disconnect this point from one of his endpoint
  53859. * @param endpoint defines the other connection point
  53860. * @returns the current connection point
  53861. */
  53862. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  53863. /**
  53864. * Serializes this point in a JSON representation
  53865. * @returns the serialized point object
  53866. */
  53867. serialize(): any;
  53868. }
  53869. }
  53870. declare module BABYLON {
  53871. /**
  53872. * Block used to add support for vertex skinning (bones)
  53873. */
  53874. export class BonesBlock extends NodeMaterialBlock {
  53875. /**
  53876. * Creates a new BonesBlock
  53877. * @param name defines the block name
  53878. */
  53879. constructor(name: string);
  53880. /**
  53881. * Initialize the block and prepare the context for build
  53882. * @param state defines the state that will be used for the build
  53883. */
  53884. initialize(state: NodeMaterialBuildState): void;
  53885. /**
  53886. * Gets the current class name
  53887. * @returns the class name
  53888. */
  53889. getClassName(): string;
  53890. /**
  53891. * Gets the matrix indices input component
  53892. */
  53893. readonly matricesIndices: NodeMaterialConnectionPoint;
  53894. /**
  53895. * Gets the matrix weights input component
  53896. */
  53897. readonly matricesWeights: NodeMaterialConnectionPoint;
  53898. /**
  53899. * Gets the extra matrix indices input component
  53900. */
  53901. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  53902. /**
  53903. * Gets the extra matrix weights input component
  53904. */
  53905. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  53906. /**
  53907. * Gets the world input component
  53908. */
  53909. readonly world: NodeMaterialConnectionPoint;
  53910. /**
  53911. * Gets the output component
  53912. */
  53913. readonly output: NodeMaterialConnectionPoint;
  53914. autoConfigure(material: NodeMaterial): void;
  53915. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  53916. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53917. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53918. protected _buildBlock(state: NodeMaterialBuildState): this;
  53919. }
  53920. }
  53921. declare module BABYLON {
  53922. /**
  53923. * Block used to add support for instances
  53924. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  53925. */
  53926. export class InstancesBlock extends NodeMaterialBlock {
  53927. /**
  53928. * Creates a new InstancesBlock
  53929. * @param name defines the block name
  53930. */
  53931. constructor(name: string);
  53932. /**
  53933. * Gets the current class name
  53934. * @returns the class name
  53935. */
  53936. getClassName(): string;
  53937. /**
  53938. * Gets the first world row input component
  53939. */
  53940. readonly world0: NodeMaterialConnectionPoint;
  53941. /**
  53942. * Gets the second world row input component
  53943. */
  53944. readonly world1: NodeMaterialConnectionPoint;
  53945. /**
  53946. * Gets the third world row input component
  53947. */
  53948. readonly world2: NodeMaterialConnectionPoint;
  53949. /**
  53950. * Gets the forth world row input component
  53951. */
  53952. readonly world3: NodeMaterialConnectionPoint;
  53953. /**
  53954. * Gets the world input component
  53955. */
  53956. readonly world: NodeMaterialConnectionPoint;
  53957. /**
  53958. * Gets the output component
  53959. */
  53960. readonly output: NodeMaterialConnectionPoint;
  53961. autoConfigure(material: NodeMaterial): void;
  53962. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53963. protected _buildBlock(state: NodeMaterialBuildState): this;
  53964. }
  53965. }
  53966. declare module BABYLON {
  53967. /**
  53968. * Block used to add morph targets support to vertex shader
  53969. */
  53970. export class MorphTargetsBlock extends NodeMaterialBlock {
  53971. private _repeatableContentAnchor;
  53972. private _repeatebleContentGenerated;
  53973. /**
  53974. * Create a new MorphTargetsBlock
  53975. * @param name defines the block name
  53976. */
  53977. constructor(name: string);
  53978. /**
  53979. * Gets the current class name
  53980. * @returns the class name
  53981. */
  53982. getClassName(): string;
  53983. /**
  53984. * Gets the position input component
  53985. */
  53986. readonly position: NodeMaterialConnectionPoint;
  53987. /**
  53988. * Gets the normal input component
  53989. */
  53990. readonly normal: NodeMaterialConnectionPoint;
  53991. /**
  53992. * Gets the tangent input component
  53993. */
  53994. readonly tangent: NodeMaterialConnectionPoint;
  53995. /**
  53996. * Gets the tangent input component
  53997. */
  53998. readonly uv: NodeMaterialConnectionPoint;
  53999. /**
  54000. * Gets the position output component
  54001. */
  54002. readonly positionOutput: NodeMaterialConnectionPoint;
  54003. /**
  54004. * Gets the normal output component
  54005. */
  54006. readonly normalOutput: NodeMaterialConnectionPoint;
  54007. /**
  54008. * Gets the tangent output component
  54009. */
  54010. readonly tangentOutput: NodeMaterialConnectionPoint;
  54011. /**
  54012. * Gets the tangent output component
  54013. */
  54014. readonly uvOutput: NodeMaterialConnectionPoint;
  54015. initialize(state: NodeMaterialBuildState): void;
  54016. autoConfigure(material: NodeMaterial): void;
  54017. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54018. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54019. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54020. protected _buildBlock(state: NodeMaterialBuildState): this;
  54021. }
  54022. }
  54023. declare module BABYLON {
  54024. /**
  54025. * Block used to get data information from a light
  54026. */
  54027. export class LightInformationBlock extends NodeMaterialBlock {
  54028. private _lightDataUniformName;
  54029. private _lightColorUniformName;
  54030. private _lightTypeDefineName;
  54031. /**
  54032. * Gets or sets the light associated with this block
  54033. */
  54034. light: Nullable<Light>;
  54035. /**
  54036. * Creates a new LightInformationBlock
  54037. * @param name defines the block name
  54038. */
  54039. constructor(name: string);
  54040. /**
  54041. * Gets the current class name
  54042. * @returns the class name
  54043. */
  54044. getClassName(): string;
  54045. /**
  54046. * Gets the world position input component
  54047. */
  54048. readonly worldPosition: NodeMaterialConnectionPoint;
  54049. /**
  54050. * Gets the direction output component
  54051. */
  54052. readonly direction: NodeMaterialConnectionPoint;
  54053. /**
  54054. * Gets the direction output component
  54055. */
  54056. readonly color: NodeMaterialConnectionPoint;
  54057. /**
  54058. * Gets the direction output component
  54059. */
  54060. readonly intensity: NodeMaterialConnectionPoint;
  54061. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54062. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54063. protected _buildBlock(state: NodeMaterialBuildState): this;
  54064. serialize(): any;
  54065. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54066. }
  54067. }
  54068. declare module BABYLON {
  54069. /**
  54070. * Block used to add image processing support to fragment shader
  54071. */
  54072. export class ImageProcessingBlock extends NodeMaterialBlock {
  54073. /**
  54074. * Create a new ImageProcessingBlock
  54075. * @param name defines the block name
  54076. */
  54077. constructor(name: string);
  54078. /**
  54079. * Gets the current class name
  54080. * @returns the class name
  54081. */
  54082. getClassName(): string;
  54083. /**
  54084. * Gets the color input component
  54085. */
  54086. readonly color: NodeMaterialConnectionPoint;
  54087. /**
  54088. * Gets the output component
  54089. */
  54090. readonly output: NodeMaterialConnectionPoint;
  54091. /**
  54092. * Initialize the block and prepare the context for build
  54093. * @param state defines the state that will be used for the build
  54094. */
  54095. initialize(state: NodeMaterialBuildState): void;
  54096. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  54097. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54098. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54099. protected _buildBlock(state: NodeMaterialBuildState): this;
  54100. }
  54101. }
  54102. declare module BABYLON {
  54103. /**
  54104. * Block used to pertub normals based on a normal map
  54105. */
  54106. export class PerturbNormalBlock extends NodeMaterialBlock {
  54107. private _tangentSpaceParameterName;
  54108. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  54109. invertX: boolean;
  54110. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  54111. invertY: boolean;
  54112. /**
  54113. * Create a new PerturbNormalBlock
  54114. * @param name defines the block name
  54115. */
  54116. constructor(name: string);
  54117. /**
  54118. * Gets the current class name
  54119. * @returns the class name
  54120. */
  54121. getClassName(): string;
  54122. /**
  54123. * Gets the world position input component
  54124. */
  54125. readonly worldPosition: NodeMaterialConnectionPoint;
  54126. /**
  54127. * Gets the world normal input component
  54128. */
  54129. readonly worldNormal: NodeMaterialConnectionPoint;
  54130. /**
  54131. * Gets the uv input component
  54132. */
  54133. readonly uv: NodeMaterialConnectionPoint;
  54134. /**
  54135. * Gets the normal map color input component
  54136. */
  54137. readonly normalMapColor: NodeMaterialConnectionPoint;
  54138. /**
  54139. * Gets the strength input component
  54140. */
  54141. readonly strength: NodeMaterialConnectionPoint;
  54142. /**
  54143. * Gets the output component
  54144. */
  54145. readonly output: NodeMaterialConnectionPoint;
  54146. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54147. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54148. autoConfigure(material: NodeMaterial): void;
  54149. protected _buildBlock(state: NodeMaterialBuildState): this;
  54150. protected _dumpPropertiesCode(): string;
  54151. serialize(): any;
  54152. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54153. }
  54154. }
  54155. declare module BABYLON {
  54156. /**
  54157. * Block used to discard a pixel if a value is smaller than a cutoff
  54158. */
  54159. export class DiscardBlock extends NodeMaterialBlock {
  54160. /**
  54161. * Create a new DiscardBlock
  54162. * @param name defines the block name
  54163. */
  54164. constructor(name: string);
  54165. /**
  54166. * Gets the current class name
  54167. * @returns the class name
  54168. */
  54169. getClassName(): string;
  54170. /**
  54171. * Gets the color input component
  54172. */
  54173. readonly value: NodeMaterialConnectionPoint;
  54174. /**
  54175. * Gets the cutoff input component
  54176. */
  54177. readonly cutoff: NodeMaterialConnectionPoint;
  54178. protected _buildBlock(state: NodeMaterialBuildState): this;
  54179. }
  54180. }
  54181. declare module BABYLON {
  54182. /**
  54183. * Block used to add support for scene fog
  54184. */
  54185. export class FogBlock extends NodeMaterialBlock {
  54186. private _fogDistanceName;
  54187. private _fogParameters;
  54188. /**
  54189. * Create a new FogBlock
  54190. * @param name defines the block name
  54191. */
  54192. constructor(name: string);
  54193. /**
  54194. * Gets the current class name
  54195. * @returns the class name
  54196. */
  54197. getClassName(): string;
  54198. /**
  54199. * Gets the world position input component
  54200. */
  54201. readonly worldPosition: NodeMaterialConnectionPoint;
  54202. /**
  54203. * Gets the view input component
  54204. */
  54205. readonly view: NodeMaterialConnectionPoint;
  54206. /**
  54207. * Gets the color input component
  54208. */
  54209. readonly input: NodeMaterialConnectionPoint;
  54210. /**
  54211. * Gets the fog color input component
  54212. */
  54213. readonly fogColor: NodeMaterialConnectionPoint;
  54214. /**
  54215. * Gets the output component
  54216. */
  54217. readonly output: NodeMaterialConnectionPoint;
  54218. autoConfigure(material: NodeMaterial): void;
  54219. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54220. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54221. protected _buildBlock(state: NodeMaterialBuildState): this;
  54222. }
  54223. }
  54224. declare module BABYLON {
  54225. /**
  54226. * Block used to add light in the fragment shader
  54227. */
  54228. export class LightBlock extends NodeMaterialBlock {
  54229. private _lightId;
  54230. /**
  54231. * Gets or sets the light associated with this block
  54232. */
  54233. light: Nullable<Light>;
  54234. /**
  54235. * Create a new LightBlock
  54236. * @param name defines the block name
  54237. */
  54238. constructor(name: string);
  54239. /**
  54240. * Gets the current class name
  54241. * @returns the class name
  54242. */
  54243. getClassName(): string;
  54244. /**
  54245. * Gets the world position input component
  54246. */
  54247. readonly worldPosition: NodeMaterialConnectionPoint;
  54248. /**
  54249. * Gets the world normal input component
  54250. */
  54251. readonly worldNormal: NodeMaterialConnectionPoint;
  54252. /**
  54253. * Gets the camera (or eye) position component
  54254. */
  54255. readonly cameraPosition: NodeMaterialConnectionPoint;
  54256. /**
  54257. * Gets the glossiness component
  54258. */
  54259. readonly glossiness: NodeMaterialConnectionPoint;
  54260. /**
  54261. * Gets the glossinness power component
  54262. */
  54263. readonly glossPower: NodeMaterialConnectionPoint;
  54264. /**
  54265. * Gets the diffuse color component
  54266. */
  54267. readonly diffuseColor: NodeMaterialConnectionPoint;
  54268. /**
  54269. * Gets the specular color component
  54270. */
  54271. readonly specularColor: NodeMaterialConnectionPoint;
  54272. /**
  54273. * Gets the diffuse output component
  54274. */
  54275. readonly diffuseOutput: NodeMaterialConnectionPoint;
  54276. /**
  54277. * Gets the specular output component
  54278. */
  54279. readonly specularOutput: NodeMaterialConnectionPoint;
  54280. autoConfigure(material: NodeMaterial): void;
  54281. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54282. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  54283. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54284. private _injectVertexCode;
  54285. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54286. serialize(): any;
  54287. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54288. }
  54289. }
  54290. declare module BABYLON {
  54291. /**
  54292. * Block used to multiply 2 values
  54293. */
  54294. export class MultiplyBlock extends NodeMaterialBlock {
  54295. /**
  54296. * Creates a new MultiplyBlock
  54297. * @param name defines the block name
  54298. */
  54299. constructor(name: string);
  54300. /**
  54301. * Gets the current class name
  54302. * @returns the class name
  54303. */
  54304. getClassName(): string;
  54305. /**
  54306. * Gets the left operand input component
  54307. */
  54308. readonly left: NodeMaterialConnectionPoint;
  54309. /**
  54310. * Gets the right operand input component
  54311. */
  54312. readonly right: NodeMaterialConnectionPoint;
  54313. /**
  54314. * Gets the output component
  54315. */
  54316. readonly output: NodeMaterialConnectionPoint;
  54317. protected _buildBlock(state: NodeMaterialBuildState): this;
  54318. }
  54319. }
  54320. declare module BABYLON {
  54321. /**
  54322. * Block used to add 2 vectors
  54323. */
  54324. export class AddBlock extends NodeMaterialBlock {
  54325. /**
  54326. * Creates a new AddBlock
  54327. * @param name defines the block name
  54328. */
  54329. constructor(name: string);
  54330. /**
  54331. * Gets the current class name
  54332. * @returns the class name
  54333. */
  54334. getClassName(): string;
  54335. /**
  54336. * Gets the left operand input component
  54337. */
  54338. readonly left: NodeMaterialConnectionPoint;
  54339. /**
  54340. * Gets the right operand input component
  54341. */
  54342. readonly right: NodeMaterialConnectionPoint;
  54343. /**
  54344. * Gets the output component
  54345. */
  54346. readonly output: NodeMaterialConnectionPoint;
  54347. protected _buildBlock(state: NodeMaterialBuildState): this;
  54348. }
  54349. }
  54350. declare module BABYLON {
  54351. /**
  54352. * Block used to scale a vector by a float
  54353. */
  54354. export class ScaleBlock extends NodeMaterialBlock {
  54355. /**
  54356. * Creates a new ScaleBlock
  54357. * @param name defines the block name
  54358. */
  54359. constructor(name: string);
  54360. /**
  54361. * Gets the current class name
  54362. * @returns the class name
  54363. */
  54364. getClassName(): string;
  54365. /**
  54366. * Gets the input component
  54367. */
  54368. readonly input: NodeMaterialConnectionPoint;
  54369. /**
  54370. * Gets the factor input component
  54371. */
  54372. readonly factor: NodeMaterialConnectionPoint;
  54373. /**
  54374. * Gets the output component
  54375. */
  54376. readonly output: NodeMaterialConnectionPoint;
  54377. protected _buildBlock(state: NodeMaterialBuildState): this;
  54378. }
  54379. }
  54380. declare module BABYLON {
  54381. /**
  54382. * Block used to clamp a float
  54383. */
  54384. export class ClampBlock extends NodeMaterialBlock {
  54385. /** Gets or sets the minimum range */
  54386. minimum: number;
  54387. /** Gets or sets the maximum range */
  54388. maximum: number;
  54389. /**
  54390. * Creates a new ClampBlock
  54391. * @param name defines the block name
  54392. */
  54393. constructor(name: string);
  54394. /**
  54395. * Gets the current class name
  54396. * @returns the class name
  54397. */
  54398. getClassName(): string;
  54399. /**
  54400. * Gets the value input component
  54401. */
  54402. readonly value: NodeMaterialConnectionPoint;
  54403. /**
  54404. * Gets the output component
  54405. */
  54406. readonly output: NodeMaterialConnectionPoint;
  54407. protected _buildBlock(state: NodeMaterialBuildState): this;
  54408. protected _dumpPropertiesCode(): string;
  54409. serialize(): any;
  54410. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54411. }
  54412. }
  54413. declare module BABYLON {
  54414. /**
  54415. * Block used to apply a cross product between 2 vectors
  54416. */
  54417. export class CrossBlock extends NodeMaterialBlock {
  54418. /**
  54419. * Creates a new CrossBlock
  54420. * @param name defines the block name
  54421. */
  54422. constructor(name: string);
  54423. /**
  54424. * Gets the current class name
  54425. * @returns the class name
  54426. */
  54427. getClassName(): string;
  54428. /**
  54429. * Gets the left operand input component
  54430. */
  54431. readonly left: NodeMaterialConnectionPoint;
  54432. /**
  54433. * Gets the right operand input component
  54434. */
  54435. readonly right: NodeMaterialConnectionPoint;
  54436. /**
  54437. * Gets the output component
  54438. */
  54439. readonly output: NodeMaterialConnectionPoint;
  54440. protected _buildBlock(state: NodeMaterialBuildState): this;
  54441. }
  54442. }
  54443. declare module BABYLON {
  54444. /**
  54445. * Block used to apply a dot product between 2 vectors
  54446. */
  54447. export class DotBlock extends NodeMaterialBlock {
  54448. /**
  54449. * Creates a new DotBlock
  54450. * @param name defines the block name
  54451. */
  54452. constructor(name: string);
  54453. /**
  54454. * Gets the current class name
  54455. * @returns the class name
  54456. */
  54457. getClassName(): string;
  54458. /**
  54459. * Gets the left operand input component
  54460. */
  54461. readonly left: NodeMaterialConnectionPoint;
  54462. /**
  54463. * Gets the right operand input component
  54464. */
  54465. readonly right: NodeMaterialConnectionPoint;
  54466. /**
  54467. * Gets the output component
  54468. */
  54469. readonly output: NodeMaterialConnectionPoint;
  54470. protected _buildBlock(state: NodeMaterialBuildState): this;
  54471. }
  54472. }
  54473. declare module BABYLON {
  54474. /**
  54475. * Block used to remap a float from a range to a new one
  54476. */
  54477. export class RemapBlock extends NodeMaterialBlock {
  54478. /**
  54479. * Gets or sets the source range
  54480. */
  54481. sourceRange: Vector2;
  54482. /**
  54483. * Gets or sets the target range
  54484. */
  54485. targetRange: Vector2;
  54486. /**
  54487. * Creates a new RemapBlock
  54488. * @param name defines the block name
  54489. */
  54490. constructor(name: string);
  54491. /**
  54492. * Gets the current class name
  54493. * @returns the class name
  54494. */
  54495. getClassName(): string;
  54496. /**
  54497. * Gets the input component
  54498. */
  54499. readonly input: NodeMaterialConnectionPoint;
  54500. /**
  54501. * Gets the source min input component
  54502. */
  54503. readonly sourceMin: NodeMaterialConnectionPoint;
  54504. /**
  54505. * Gets the source max input component
  54506. */
  54507. readonly sourceMax: NodeMaterialConnectionPoint;
  54508. /**
  54509. * Gets the target min input component
  54510. */
  54511. readonly targetMin: NodeMaterialConnectionPoint;
  54512. /**
  54513. * Gets the target max input component
  54514. */
  54515. readonly targetMax: NodeMaterialConnectionPoint;
  54516. /**
  54517. * Gets the output component
  54518. */
  54519. readonly output: NodeMaterialConnectionPoint;
  54520. protected _buildBlock(state: NodeMaterialBuildState): this;
  54521. protected _dumpPropertiesCode(): string;
  54522. serialize(): any;
  54523. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54524. }
  54525. }
  54526. declare module BABYLON {
  54527. /**
  54528. * Block used to normalize a vector
  54529. */
  54530. export class NormalizeBlock extends NodeMaterialBlock {
  54531. /**
  54532. * Creates a new NormalizeBlock
  54533. * @param name defines the block name
  54534. */
  54535. constructor(name: string);
  54536. /**
  54537. * Gets the current class name
  54538. * @returns the class name
  54539. */
  54540. getClassName(): string;
  54541. /**
  54542. * Gets the input component
  54543. */
  54544. readonly input: NodeMaterialConnectionPoint;
  54545. /**
  54546. * Gets the output component
  54547. */
  54548. readonly output: NodeMaterialConnectionPoint;
  54549. protected _buildBlock(state: NodeMaterialBuildState): this;
  54550. }
  54551. }
  54552. declare module BABYLON {
  54553. /**
  54554. * Operations supported by the Trigonometry block
  54555. */
  54556. export enum TrigonometryBlockOperations {
  54557. /** Cos */
  54558. Cos = 0,
  54559. /** Sin */
  54560. Sin = 1,
  54561. /** Abs */
  54562. Abs = 2,
  54563. /** Exp */
  54564. Exp = 3,
  54565. /** Exp2 */
  54566. Exp2 = 4,
  54567. /** Round */
  54568. Round = 5,
  54569. /** Floor */
  54570. Floor = 6,
  54571. /** Ceiling */
  54572. Ceiling = 7,
  54573. /** Square root */
  54574. Sqrt = 8,
  54575. /** Log */
  54576. Log = 9,
  54577. /** Tangent */
  54578. Tan = 10,
  54579. /** Arc tangent */
  54580. ArcTan = 11,
  54581. /** Arc cosinus */
  54582. ArcCos = 12,
  54583. /** Arc sinus */
  54584. ArcSin = 13,
  54585. /** Fraction */
  54586. Fract = 14,
  54587. /** Sign */
  54588. Sign = 15,
  54589. /** To radians (from degrees) */
  54590. Radians = 16,
  54591. /** To degrees (from radians) */
  54592. Degrees = 17
  54593. }
  54594. /**
  54595. * Block used to apply trigonometry operation to floats
  54596. */
  54597. export class TrigonometryBlock extends NodeMaterialBlock {
  54598. /**
  54599. * Gets or sets the operation applied by the block
  54600. */
  54601. operation: TrigonometryBlockOperations;
  54602. /**
  54603. * Creates a new TrigonometryBlock
  54604. * @param name defines the block name
  54605. */
  54606. constructor(name: string);
  54607. /**
  54608. * Gets the current class name
  54609. * @returns the class name
  54610. */
  54611. getClassName(): string;
  54612. /**
  54613. * Gets the input component
  54614. */
  54615. readonly input: NodeMaterialConnectionPoint;
  54616. /**
  54617. * Gets the output component
  54618. */
  54619. readonly output: NodeMaterialConnectionPoint;
  54620. protected _buildBlock(state: NodeMaterialBuildState): this;
  54621. serialize(): any;
  54622. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54623. }
  54624. }
  54625. declare module BABYLON {
  54626. /**
  54627. * Block used to create a Color3/4 out of individual inputs (one for each component)
  54628. */
  54629. export class ColorMergerBlock extends NodeMaterialBlock {
  54630. /**
  54631. * Create a new ColorMergerBlock
  54632. * @param name defines the block name
  54633. */
  54634. constructor(name: string);
  54635. /**
  54636. * Gets the current class name
  54637. * @returns the class name
  54638. */
  54639. getClassName(): string;
  54640. /**
  54641. * Gets the r component (input)
  54642. */
  54643. readonly r: NodeMaterialConnectionPoint;
  54644. /**
  54645. * Gets the g component (input)
  54646. */
  54647. readonly g: NodeMaterialConnectionPoint;
  54648. /**
  54649. * Gets the b component (input)
  54650. */
  54651. readonly b: NodeMaterialConnectionPoint;
  54652. /**
  54653. * Gets the a component (input)
  54654. */
  54655. readonly a: NodeMaterialConnectionPoint;
  54656. /**
  54657. * Gets the rgba component (output)
  54658. */
  54659. readonly rgba: NodeMaterialConnectionPoint;
  54660. /**
  54661. * Gets the rgb component (output)
  54662. */
  54663. readonly rgb: NodeMaterialConnectionPoint;
  54664. protected _buildBlock(state: NodeMaterialBuildState): this;
  54665. }
  54666. }
  54667. declare module BABYLON {
  54668. /**
  54669. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  54670. */
  54671. export class VectorMergerBlock extends NodeMaterialBlock {
  54672. /**
  54673. * Create a new VectorMergerBlock
  54674. * @param name defines the block name
  54675. */
  54676. constructor(name: string);
  54677. /**
  54678. * Gets the current class name
  54679. * @returns the class name
  54680. */
  54681. getClassName(): string;
  54682. /**
  54683. * Gets the x component (input)
  54684. */
  54685. readonly x: NodeMaterialConnectionPoint;
  54686. /**
  54687. * Gets the y component (input)
  54688. */
  54689. readonly y: NodeMaterialConnectionPoint;
  54690. /**
  54691. * Gets the z component (input)
  54692. */
  54693. readonly z: NodeMaterialConnectionPoint;
  54694. /**
  54695. * Gets the w component (input)
  54696. */
  54697. readonly w: NodeMaterialConnectionPoint;
  54698. /**
  54699. * Gets the xyzw component (output)
  54700. */
  54701. readonly xyzw: NodeMaterialConnectionPoint;
  54702. /**
  54703. * Gets the xyz component (output)
  54704. */
  54705. readonly xyz: NodeMaterialConnectionPoint;
  54706. /**
  54707. * Gets the xy component (output)
  54708. */
  54709. readonly xy: NodeMaterialConnectionPoint;
  54710. protected _buildBlock(state: NodeMaterialBuildState): this;
  54711. }
  54712. }
  54713. declare module BABYLON {
  54714. /**
  54715. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  54716. */
  54717. export class ColorSplitterBlock extends NodeMaterialBlock {
  54718. /**
  54719. * Create a new ColorSplitterBlock
  54720. * @param name defines the block name
  54721. */
  54722. constructor(name: string);
  54723. /**
  54724. * Gets the current class name
  54725. * @returns the class name
  54726. */
  54727. getClassName(): string;
  54728. /**
  54729. * Gets the rgba component (input)
  54730. */
  54731. readonly rgba: NodeMaterialConnectionPoint;
  54732. /**
  54733. * Gets the rgb component (input)
  54734. */
  54735. readonly rgbIn: NodeMaterialConnectionPoint;
  54736. /**
  54737. * Gets the rgb component (output)
  54738. */
  54739. readonly rgbOut: NodeMaterialConnectionPoint;
  54740. /**
  54741. * Gets the r component (output)
  54742. */
  54743. readonly r: NodeMaterialConnectionPoint;
  54744. /**
  54745. * Gets the g component (output)
  54746. */
  54747. readonly g: NodeMaterialConnectionPoint;
  54748. /**
  54749. * Gets the b component (output)
  54750. */
  54751. readonly b: NodeMaterialConnectionPoint;
  54752. /**
  54753. * Gets the a component (output)
  54754. */
  54755. readonly a: NodeMaterialConnectionPoint;
  54756. protected _inputRename(name: string): string;
  54757. protected _outputRename(name: string): string;
  54758. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54759. }
  54760. }
  54761. declare module BABYLON {
  54762. /**
  54763. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  54764. */
  54765. export class VectorSplitterBlock extends NodeMaterialBlock {
  54766. /**
  54767. * Create a new VectorSplitterBlock
  54768. * @param name defines the block name
  54769. */
  54770. constructor(name: string);
  54771. /**
  54772. * Gets the current class name
  54773. * @returns the class name
  54774. */
  54775. getClassName(): string;
  54776. /**
  54777. * Gets the xyzw component (input)
  54778. */
  54779. readonly xyzw: NodeMaterialConnectionPoint;
  54780. /**
  54781. * Gets the xyz component (input)
  54782. */
  54783. readonly xyzIn: NodeMaterialConnectionPoint;
  54784. /**
  54785. * Gets the xy component (input)
  54786. */
  54787. readonly xyIn: NodeMaterialConnectionPoint;
  54788. /**
  54789. * Gets the xyz component (output)
  54790. */
  54791. readonly xyzOut: NodeMaterialConnectionPoint;
  54792. /**
  54793. * Gets the xy component (output)
  54794. */
  54795. readonly xyOut: NodeMaterialConnectionPoint;
  54796. /**
  54797. * Gets the x component (output)
  54798. */
  54799. readonly x: NodeMaterialConnectionPoint;
  54800. /**
  54801. * Gets the y component (output)
  54802. */
  54803. readonly y: NodeMaterialConnectionPoint;
  54804. /**
  54805. * Gets the z component (output)
  54806. */
  54807. readonly z: NodeMaterialConnectionPoint;
  54808. /**
  54809. * Gets the w component (output)
  54810. */
  54811. readonly w: NodeMaterialConnectionPoint;
  54812. protected _inputRename(name: string): string;
  54813. protected _outputRename(name: string): string;
  54814. protected _buildBlock(state: NodeMaterialBuildState): this;
  54815. }
  54816. }
  54817. declare module BABYLON {
  54818. /**
  54819. * Block used to lerp between 2 values
  54820. */
  54821. export class LerpBlock extends NodeMaterialBlock {
  54822. /**
  54823. * Creates a new LerpBlock
  54824. * @param name defines the block name
  54825. */
  54826. constructor(name: string);
  54827. /**
  54828. * Gets the current class name
  54829. * @returns the class name
  54830. */
  54831. getClassName(): string;
  54832. /**
  54833. * Gets the left operand input component
  54834. */
  54835. readonly left: NodeMaterialConnectionPoint;
  54836. /**
  54837. * Gets the right operand input component
  54838. */
  54839. readonly right: NodeMaterialConnectionPoint;
  54840. /**
  54841. * Gets the gradient operand input component
  54842. */
  54843. readonly gradient: NodeMaterialConnectionPoint;
  54844. /**
  54845. * Gets the output component
  54846. */
  54847. readonly output: NodeMaterialConnectionPoint;
  54848. protected _buildBlock(state: NodeMaterialBuildState): this;
  54849. }
  54850. }
  54851. declare module BABYLON {
  54852. /**
  54853. * Block used to divide 2 vectors
  54854. */
  54855. export class DivideBlock extends NodeMaterialBlock {
  54856. /**
  54857. * Creates a new DivideBlock
  54858. * @param name defines the block name
  54859. */
  54860. constructor(name: string);
  54861. /**
  54862. * Gets the current class name
  54863. * @returns the class name
  54864. */
  54865. getClassName(): string;
  54866. /**
  54867. * Gets the left operand input component
  54868. */
  54869. readonly left: NodeMaterialConnectionPoint;
  54870. /**
  54871. * Gets the right operand input component
  54872. */
  54873. readonly right: NodeMaterialConnectionPoint;
  54874. /**
  54875. * Gets the output component
  54876. */
  54877. readonly output: NodeMaterialConnectionPoint;
  54878. protected _buildBlock(state: NodeMaterialBuildState): this;
  54879. }
  54880. }
  54881. declare module BABYLON {
  54882. /**
  54883. * Block used to subtract 2 vectors
  54884. */
  54885. export class SubtractBlock extends NodeMaterialBlock {
  54886. /**
  54887. * Creates a new SubtractBlock
  54888. * @param name defines the block name
  54889. */
  54890. constructor(name: string);
  54891. /**
  54892. * Gets the current class name
  54893. * @returns the class name
  54894. */
  54895. getClassName(): string;
  54896. /**
  54897. * Gets the left operand input component
  54898. */
  54899. readonly left: NodeMaterialConnectionPoint;
  54900. /**
  54901. * Gets the right operand input component
  54902. */
  54903. readonly right: NodeMaterialConnectionPoint;
  54904. /**
  54905. * Gets the output component
  54906. */
  54907. readonly output: NodeMaterialConnectionPoint;
  54908. protected _buildBlock(state: NodeMaterialBuildState): this;
  54909. }
  54910. }
  54911. declare module BABYLON {
  54912. /**
  54913. * Block used to step a value
  54914. */
  54915. export class StepBlock extends NodeMaterialBlock {
  54916. /**
  54917. * Creates a new StepBlock
  54918. * @param name defines the block name
  54919. */
  54920. constructor(name: string);
  54921. /**
  54922. * Gets the current class name
  54923. * @returns the class name
  54924. */
  54925. getClassName(): string;
  54926. /**
  54927. * Gets the value operand input component
  54928. */
  54929. readonly value: NodeMaterialConnectionPoint;
  54930. /**
  54931. * Gets the edge operand input component
  54932. */
  54933. readonly edge: NodeMaterialConnectionPoint;
  54934. /**
  54935. * Gets the output component
  54936. */
  54937. readonly output: NodeMaterialConnectionPoint;
  54938. protected _buildBlock(state: NodeMaterialBuildState): this;
  54939. }
  54940. }
  54941. declare module BABYLON {
  54942. /**
  54943. * Block used to get the opposite (1 - x) of a value
  54944. */
  54945. export class OneMinusBlock extends NodeMaterialBlock {
  54946. /**
  54947. * Creates a new OneMinusBlock
  54948. * @param name defines the block name
  54949. */
  54950. constructor(name: string);
  54951. /**
  54952. * Gets the current class name
  54953. * @returns the class name
  54954. */
  54955. getClassName(): string;
  54956. /**
  54957. * Gets the input component
  54958. */
  54959. readonly input: NodeMaterialConnectionPoint;
  54960. /**
  54961. * Gets the output component
  54962. */
  54963. readonly output: NodeMaterialConnectionPoint;
  54964. protected _buildBlock(state: NodeMaterialBuildState): this;
  54965. }
  54966. }
  54967. declare module BABYLON {
  54968. /**
  54969. * Block used to get the view direction
  54970. */
  54971. export class ViewDirectionBlock extends NodeMaterialBlock {
  54972. /**
  54973. * Creates a new ViewDirectionBlock
  54974. * @param name defines the block name
  54975. */
  54976. constructor(name: string);
  54977. /**
  54978. * Gets the current class name
  54979. * @returns the class name
  54980. */
  54981. getClassName(): string;
  54982. /**
  54983. * Gets the world position component
  54984. */
  54985. readonly worldPosition: NodeMaterialConnectionPoint;
  54986. /**
  54987. * Gets the camera position component
  54988. */
  54989. readonly cameraPosition: NodeMaterialConnectionPoint;
  54990. /**
  54991. * Gets the output component
  54992. */
  54993. readonly output: NodeMaterialConnectionPoint;
  54994. autoConfigure(material: NodeMaterial): void;
  54995. protected _buildBlock(state: NodeMaterialBuildState): this;
  54996. }
  54997. }
  54998. declare module BABYLON {
  54999. /**
  55000. * Block used to compute fresnel value
  55001. */
  55002. export class FresnelBlock extends NodeMaterialBlock {
  55003. /**
  55004. * Create a new FresnelBlock
  55005. * @param name defines the block name
  55006. */
  55007. constructor(name: string);
  55008. /**
  55009. * Gets the current class name
  55010. * @returns the class name
  55011. */
  55012. getClassName(): string;
  55013. /**
  55014. * Gets the world normal input component
  55015. */
  55016. readonly worldNormal: NodeMaterialConnectionPoint;
  55017. /**
  55018. * Gets the view direction input component
  55019. */
  55020. readonly viewDirection: NodeMaterialConnectionPoint;
  55021. /**
  55022. * Gets the bias input component
  55023. */
  55024. readonly bias: NodeMaterialConnectionPoint;
  55025. /**
  55026. * Gets the camera (or eye) position component
  55027. */
  55028. readonly power: NodeMaterialConnectionPoint;
  55029. /**
  55030. * Gets the fresnel output component
  55031. */
  55032. readonly fresnel: NodeMaterialConnectionPoint;
  55033. autoConfigure(material: NodeMaterial): void;
  55034. protected _buildBlock(state: NodeMaterialBuildState): this;
  55035. }
  55036. }
  55037. declare module BABYLON {
  55038. /**
  55039. * Block used to get the max of 2 values
  55040. */
  55041. export class MaxBlock extends NodeMaterialBlock {
  55042. /**
  55043. * Creates a new MaxBlock
  55044. * @param name defines the block name
  55045. */
  55046. constructor(name: string);
  55047. /**
  55048. * Gets the current class name
  55049. * @returns the class name
  55050. */
  55051. getClassName(): string;
  55052. /**
  55053. * Gets the left operand input component
  55054. */
  55055. readonly left: NodeMaterialConnectionPoint;
  55056. /**
  55057. * Gets the right operand input component
  55058. */
  55059. readonly right: NodeMaterialConnectionPoint;
  55060. /**
  55061. * Gets the output component
  55062. */
  55063. readonly output: NodeMaterialConnectionPoint;
  55064. protected _buildBlock(state: NodeMaterialBuildState): this;
  55065. }
  55066. }
  55067. declare module BABYLON {
  55068. /**
  55069. * Block used to get the min of 2 values
  55070. */
  55071. export class MinBlock extends NodeMaterialBlock {
  55072. /**
  55073. * Creates a new MinBlock
  55074. * @param name defines the block name
  55075. */
  55076. constructor(name: string);
  55077. /**
  55078. * Gets the current class name
  55079. * @returns the class name
  55080. */
  55081. getClassName(): string;
  55082. /**
  55083. * Gets the left operand input component
  55084. */
  55085. readonly left: NodeMaterialConnectionPoint;
  55086. /**
  55087. * Gets the right operand input component
  55088. */
  55089. readonly right: NodeMaterialConnectionPoint;
  55090. /**
  55091. * Gets the output component
  55092. */
  55093. readonly output: NodeMaterialConnectionPoint;
  55094. protected _buildBlock(state: NodeMaterialBuildState): this;
  55095. }
  55096. }
  55097. declare module BABYLON {
  55098. /**
  55099. * Block used to get the distance between 2 values
  55100. */
  55101. export class DistanceBlock extends NodeMaterialBlock {
  55102. /**
  55103. * Creates a new DistanceBlock
  55104. * @param name defines the block name
  55105. */
  55106. constructor(name: string);
  55107. /**
  55108. * Gets the current class name
  55109. * @returns the class name
  55110. */
  55111. getClassName(): string;
  55112. /**
  55113. * Gets the left operand input component
  55114. */
  55115. readonly left: NodeMaterialConnectionPoint;
  55116. /**
  55117. * Gets the right operand input component
  55118. */
  55119. readonly right: NodeMaterialConnectionPoint;
  55120. /**
  55121. * Gets the output component
  55122. */
  55123. readonly output: NodeMaterialConnectionPoint;
  55124. protected _buildBlock(state: NodeMaterialBuildState): this;
  55125. }
  55126. }
  55127. declare module BABYLON {
  55128. /**
  55129. * Block used to get the length of a vector
  55130. */
  55131. export class LengthBlock extends NodeMaterialBlock {
  55132. /**
  55133. * Creates a new LengthBlock
  55134. * @param name defines the block name
  55135. */
  55136. constructor(name: string);
  55137. /**
  55138. * Gets the current class name
  55139. * @returns the class name
  55140. */
  55141. getClassName(): string;
  55142. /**
  55143. * Gets the value input component
  55144. */
  55145. readonly value: NodeMaterialConnectionPoint;
  55146. /**
  55147. * Gets the output component
  55148. */
  55149. readonly output: NodeMaterialConnectionPoint;
  55150. protected _buildBlock(state: NodeMaterialBuildState): this;
  55151. }
  55152. }
  55153. declare module BABYLON {
  55154. /**
  55155. * Block used to get negative version of a value (i.e. x * -1)
  55156. */
  55157. export class NegateBlock extends NodeMaterialBlock {
  55158. /**
  55159. * Creates a new NegateBlock
  55160. * @param name defines the block name
  55161. */
  55162. constructor(name: string);
  55163. /**
  55164. * Gets the current class name
  55165. * @returns the class name
  55166. */
  55167. getClassName(): string;
  55168. /**
  55169. * Gets the value input component
  55170. */
  55171. readonly value: NodeMaterialConnectionPoint;
  55172. /**
  55173. * Gets the output component
  55174. */
  55175. readonly output: NodeMaterialConnectionPoint;
  55176. protected _buildBlock(state: NodeMaterialBuildState): this;
  55177. }
  55178. }
  55179. declare module BABYLON {
  55180. /**
  55181. * Block used to get the value of the first parameter raised to the power of the second
  55182. */
  55183. export class PowBlock extends NodeMaterialBlock {
  55184. /**
  55185. * Creates a new PowBlock
  55186. * @param name defines the block name
  55187. */
  55188. constructor(name: string);
  55189. /**
  55190. * Gets the current class name
  55191. * @returns the class name
  55192. */
  55193. getClassName(): string;
  55194. /**
  55195. * Gets the value operand input component
  55196. */
  55197. readonly value: NodeMaterialConnectionPoint;
  55198. /**
  55199. * Gets the power operand input component
  55200. */
  55201. readonly power: NodeMaterialConnectionPoint;
  55202. /**
  55203. * Gets the output component
  55204. */
  55205. readonly output: NodeMaterialConnectionPoint;
  55206. protected _buildBlock(state: NodeMaterialBuildState): this;
  55207. }
  55208. }
  55209. declare module BABYLON {
  55210. /**
  55211. * Block used to get a random number
  55212. */
  55213. export class RandomNumberBlock extends NodeMaterialBlock {
  55214. /**
  55215. * Creates a new RandomNumberBlock
  55216. * @param name defines the block name
  55217. */
  55218. constructor(name: string);
  55219. /**
  55220. * Gets the current class name
  55221. * @returns the class name
  55222. */
  55223. getClassName(): string;
  55224. /**
  55225. * Gets the seed input component
  55226. */
  55227. readonly seed: NodeMaterialConnectionPoint;
  55228. /**
  55229. * Gets the output component
  55230. */
  55231. readonly output: NodeMaterialConnectionPoint;
  55232. protected _buildBlock(state: NodeMaterialBuildState): this;
  55233. }
  55234. }
  55235. declare module BABYLON {
  55236. /**
  55237. * Block used to compute arc tangent of 2 values
  55238. */
  55239. export class ArcTan2Block extends NodeMaterialBlock {
  55240. /**
  55241. * Creates a new ArcTan2Block
  55242. * @param name defines the block name
  55243. */
  55244. constructor(name: string);
  55245. /**
  55246. * Gets the current class name
  55247. * @returns the class name
  55248. */
  55249. getClassName(): string;
  55250. /**
  55251. * Gets the x operand input component
  55252. */
  55253. readonly x: NodeMaterialConnectionPoint;
  55254. /**
  55255. * Gets the y operand input component
  55256. */
  55257. readonly y: NodeMaterialConnectionPoint;
  55258. /**
  55259. * Gets the output component
  55260. */
  55261. readonly output: NodeMaterialConnectionPoint;
  55262. protected _buildBlock(state: NodeMaterialBuildState): this;
  55263. }
  55264. }
  55265. declare module BABYLON {
  55266. /**
  55267. * Block used to smooth step a value
  55268. */
  55269. export class SmoothStepBlock extends NodeMaterialBlock {
  55270. /**
  55271. * Creates a new SmoothStepBlock
  55272. * @param name defines the block name
  55273. */
  55274. constructor(name: string);
  55275. /**
  55276. * Gets the current class name
  55277. * @returns the class name
  55278. */
  55279. getClassName(): string;
  55280. /**
  55281. * Gets the value operand input component
  55282. */
  55283. readonly value: NodeMaterialConnectionPoint;
  55284. /**
  55285. * Gets the first edge operand input component
  55286. */
  55287. readonly edge0: NodeMaterialConnectionPoint;
  55288. /**
  55289. * Gets the second edge operand input component
  55290. */
  55291. readonly edge1: NodeMaterialConnectionPoint;
  55292. /**
  55293. * Gets the output component
  55294. */
  55295. readonly output: NodeMaterialConnectionPoint;
  55296. protected _buildBlock(state: NodeMaterialBuildState): this;
  55297. }
  55298. }
  55299. declare module BABYLON {
  55300. /**
  55301. * Block used to get the reciprocal (1 / x) of a value
  55302. */
  55303. export class ReciprocalBlock extends NodeMaterialBlock {
  55304. /**
  55305. * Creates a new ReciprocalBlock
  55306. * @param name defines the block name
  55307. */
  55308. constructor(name: string);
  55309. /**
  55310. * Gets the current class name
  55311. * @returns the class name
  55312. */
  55313. getClassName(): string;
  55314. /**
  55315. * Gets the input component
  55316. */
  55317. readonly input: NodeMaterialConnectionPoint;
  55318. /**
  55319. * Gets the output component
  55320. */
  55321. readonly output: NodeMaterialConnectionPoint;
  55322. protected _buildBlock(state: NodeMaterialBuildState): this;
  55323. }
  55324. }
  55325. declare module BABYLON {
  55326. /**
  55327. * Block used to replace a color by another one
  55328. */
  55329. export class ReplaceColorBlock extends NodeMaterialBlock {
  55330. /**
  55331. * Creates a new ReplaceColorBlock
  55332. * @param name defines the block name
  55333. */
  55334. constructor(name: string);
  55335. /**
  55336. * Gets the current class name
  55337. * @returns the class name
  55338. */
  55339. getClassName(): string;
  55340. /**
  55341. * Gets the value input component
  55342. */
  55343. readonly value: NodeMaterialConnectionPoint;
  55344. /**
  55345. * Gets the reference input component
  55346. */
  55347. readonly reference: NodeMaterialConnectionPoint;
  55348. /**
  55349. * Gets the distance input component
  55350. */
  55351. readonly distance: NodeMaterialConnectionPoint;
  55352. /**
  55353. * Gets the replacement input component
  55354. */
  55355. readonly replacement: NodeMaterialConnectionPoint;
  55356. /**
  55357. * Gets the output component
  55358. */
  55359. readonly output: NodeMaterialConnectionPoint;
  55360. protected _buildBlock(state: NodeMaterialBuildState): this;
  55361. }
  55362. }
  55363. declare module BABYLON {
  55364. /**
  55365. * Block used to posterize a value
  55366. * @see https://en.wikipedia.org/wiki/Posterization
  55367. */
  55368. export class PosterizeBlock extends NodeMaterialBlock {
  55369. /**
  55370. * Creates a new PosterizeBlock
  55371. * @param name defines the block name
  55372. */
  55373. constructor(name: string);
  55374. /**
  55375. * Gets the current class name
  55376. * @returns the class name
  55377. */
  55378. getClassName(): string;
  55379. /**
  55380. * Gets the value input component
  55381. */
  55382. readonly value: NodeMaterialConnectionPoint;
  55383. /**
  55384. * Gets the steps input component
  55385. */
  55386. readonly steps: NodeMaterialConnectionPoint;
  55387. /**
  55388. * Gets the output component
  55389. */
  55390. readonly output: NodeMaterialConnectionPoint;
  55391. protected _buildBlock(state: NodeMaterialBuildState): this;
  55392. }
  55393. }
  55394. declare module BABYLON {
  55395. /**
  55396. * Operations supported by the Wave block
  55397. */
  55398. export enum WaveBlockKind {
  55399. /** SawTooth */
  55400. SawTooth = 0,
  55401. /** Square */
  55402. Square = 1,
  55403. /** Triangle */
  55404. Triangle = 2
  55405. }
  55406. /**
  55407. * Block used to apply wave operation to floats
  55408. */
  55409. export class WaveBlock extends NodeMaterialBlock {
  55410. /**
  55411. * Gets or sets the kibnd of wave to be applied by the block
  55412. */
  55413. kind: WaveBlockKind;
  55414. /**
  55415. * Creates a new WaveBlock
  55416. * @param name defines the block name
  55417. */
  55418. constructor(name: string);
  55419. /**
  55420. * Gets the current class name
  55421. * @returns the class name
  55422. */
  55423. getClassName(): string;
  55424. /**
  55425. * Gets the input component
  55426. */
  55427. readonly input: NodeMaterialConnectionPoint;
  55428. /**
  55429. * Gets the output component
  55430. */
  55431. readonly output: NodeMaterialConnectionPoint;
  55432. protected _buildBlock(state: NodeMaterialBuildState): this;
  55433. serialize(): any;
  55434. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55435. }
  55436. }
  55437. declare module BABYLON {
  55438. /**
  55439. * Class used to store a color step for the GradientBlock
  55440. */
  55441. export class GradientBlockColorStep {
  55442. /**
  55443. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  55444. */
  55445. step: number;
  55446. /**
  55447. * Gets or sets the color associated with this step
  55448. */
  55449. color: Color3;
  55450. /**
  55451. * Creates a new GradientBlockColorStep
  55452. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  55453. * @param color defines the color associated with this step
  55454. */
  55455. constructor(
  55456. /**
  55457. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  55458. */
  55459. step: number,
  55460. /**
  55461. * Gets or sets the color associated with this step
  55462. */
  55463. color: Color3);
  55464. }
  55465. /**
  55466. * Block used to return a color from a gradient based on an input value between 0 and 1
  55467. */
  55468. export class GradientBlock extends NodeMaterialBlock {
  55469. /**
  55470. * Gets or sets the list of color steps
  55471. */
  55472. colorSteps: GradientBlockColorStep[];
  55473. /**
  55474. * Creates a new GradientBlock
  55475. * @param name defines the block name
  55476. */
  55477. constructor(name: string);
  55478. /**
  55479. * Gets the current class name
  55480. * @returns the class name
  55481. */
  55482. getClassName(): string;
  55483. /**
  55484. * Gets the gradient input component
  55485. */
  55486. readonly gradient: NodeMaterialConnectionPoint;
  55487. /**
  55488. * Gets the output component
  55489. */
  55490. readonly output: NodeMaterialConnectionPoint;
  55491. private _writeColorConstant;
  55492. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55493. serialize(): any;
  55494. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55495. protected _dumpPropertiesCode(): string;
  55496. }
  55497. }
  55498. declare module BABYLON {
  55499. /**
  55500. * Block used to normalize lerp between 2 values
  55501. */
  55502. export class NLerpBlock extends NodeMaterialBlock {
  55503. /**
  55504. * Creates a new NLerpBlock
  55505. * @param name defines the block name
  55506. */
  55507. constructor(name: string);
  55508. /**
  55509. * Gets the current class name
  55510. * @returns the class name
  55511. */
  55512. getClassName(): string;
  55513. /**
  55514. * Gets the left operand input component
  55515. */
  55516. readonly left: NodeMaterialConnectionPoint;
  55517. /**
  55518. * Gets the right operand input component
  55519. */
  55520. readonly right: NodeMaterialConnectionPoint;
  55521. /**
  55522. * Gets the gradient operand input component
  55523. */
  55524. readonly gradient: NodeMaterialConnectionPoint;
  55525. /**
  55526. * Gets the output component
  55527. */
  55528. readonly output: NodeMaterialConnectionPoint;
  55529. protected _buildBlock(state: NodeMaterialBuildState): this;
  55530. }
  55531. }
  55532. declare module BABYLON {
  55533. /**
  55534. * Effect Render Options
  55535. */
  55536. export interface IEffectRendererOptions {
  55537. /**
  55538. * Defines the vertices positions.
  55539. */
  55540. positions?: number[];
  55541. /**
  55542. * Defines the indices.
  55543. */
  55544. indices?: number[];
  55545. }
  55546. /**
  55547. * Helper class to render one or more effects
  55548. */
  55549. export class EffectRenderer {
  55550. private engine;
  55551. private static _DefaultOptions;
  55552. private _vertexBuffers;
  55553. private _indexBuffer;
  55554. private _ringBufferIndex;
  55555. private _ringScreenBuffer;
  55556. private _fullscreenViewport;
  55557. private _getNextFrameBuffer;
  55558. /**
  55559. * Creates an effect renderer
  55560. * @param engine the engine to use for rendering
  55561. * @param options defines the options of the effect renderer
  55562. */
  55563. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  55564. /**
  55565. * Sets the current viewport in normalized coordinates 0-1
  55566. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55567. */
  55568. setViewport(viewport?: Viewport): void;
  55569. /**
  55570. * Binds the embedded attributes buffer to the effect.
  55571. * @param effect Defines the effect to bind the attributes for
  55572. */
  55573. bindBuffers(effect: Effect): void;
  55574. /**
  55575. * Sets the current effect wrapper to use during draw.
  55576. * The effect needs to be ready before calling this api.
  55577. * This also sets the default full screen position attribute.
  55578. * @param effectWrapper Defines the effect to draw with
  55579. */
  55580. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55581. /**
  55582. * Draws a full screen quad.
  55583. */
  55584. draw(): void;
  55585. /**
  55586. * renders one or more effects to a specified texture
  55587. * @param effectWrappers list of effects to renderer
  55588. * @param outputTexture texture to draw to, if null it will render to the screen
  55589. */
  55590. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55591. /**
  55592. * Disposes of the effect renderer
  55593. */
  55594. dispose(): void;
  55595. }
  55596. /**
  55597. * Options to create an EffectWrapper
  55598. */
  55599. interface EffectWrapperCreationOptions {
  55600. /**
  55601. * Engine to use to create the effect
  55602. */
  55603. engine: ThinEngine;
  55604. /**
  55605. * Fragment shader for the effect
  55606. */
  55607. fragmentShader: string;
  55608. /**
  55609. * Vertex shader for the effect
  55610. */
  55611. vertexShader?: string;
  55612. /**
  55613. * Attributes to use in the shader
  55614. */
  55615. attributeNames?: Array<string>;
  55616. /**
  55617. * Uniforms to use in the shader
  55618. */
  55619. uniformNames?: Array<string>;
  55620. /**
  55621. * Texture sampler names to use in the shader
  55622. */
  55623. samplerNames?: Array<string>;
  55624. /**
  55625. * The friendly name of the effect displayed in Spector.
  55626. */
  55627. name?: string;
  55628. }
  55629. /**
  55630. * Wraps an effect to be used for rendering
  55631. */
  55632. export class EffectWrapper {
  55633. /**
  55634. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55635. */
  55636. onApplyObservable: Observable<{}>;
  55637. /**
  55638. * The underlying effect
  55639. */
  55640. effect: Effect;
  55641. /**
  55642. * Creates an effect to be renderer
  55643. * @param creationOptions options to create the effect
  55644. */
  55645. constructor(creationOptions: EffectWrapperCreationOptions);
  55646. /**
  55647. * Disposes of the effect wrapper
  55648. */
  55649. dispose(): void;
  55650. }
  55651. }
  55652. declare module BABYLON {
  55653. /**
  55654. * Helper class to push actions to a pool of workers.
  55655. */
  55656. export class WorkerPool implements IDisposable {
  55657. private _workerInfos;
  55658. private _pendingActions;
  55659. /**
  55660. * Constructor
  55661. * @param workers Array of workers to use for actions
  55662. */
  55663. constructor(workers: Array<Worker>);
  55664. /**
  55665. * Terminates all workers and clears any pending actions.
  55666. */
  55667. dispose(): void;
  55668. /**
  55669. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55670. * pended until a worker has completed its action.
  55671. * @param action The action to perform. Call onComplete when the action is complete.
  55672. */
  55673. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55674. private _execute;
  55675. }
  55676. }
  55677. declare module BABYLON {
  55678. /**
  55679. * Configuration for Draco compression
  55680. */
  55681. export interface IDracoCompressionConfiguration {
  55682. /**
  55683. * Configuration for the decoder.
  55684. */
  55685. decoder: {
  55686. /**
  55687. * The url to the WebAssembly module.
  55688. */
  55689. wasmUrl?: string;
  55690. /**
  55691. * The url to the WebAssembly binary.
  55692. */
  55693. wasmBinaryUrl?: string;
  55694. /**
  55695. * The url to the fallback JavaScript module.
  55696. */
  55697. fallbackUrl?: string;
  55698. };
  55699. }
  55700. /**
  55701. * Draco compression (https://google.github.io/draco/)
  55702. *
  55703. * This class wraps the Draco module.
  55704. *
  55705. * **Encoder**
  55706. *
  55707. * The encoder is not currently implemented.
  55708. *
  55709. * **Decoder**
  55710. *
  55711. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  55712. *
  55713. * To update the configuration, use the following code:
  55714. * ```javascript
  55715. * DracoCompression.Configuration = {
  55716. * decoder: {
  55717. * wasmUrl: "<url to the WebAssembly library>",
  55718. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55719. * fallbackUrl: "<url to the fallback JavaScript library>",
  55720. * }
  55721. * };
  55722. * ```
  55723. *
  55724. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  55725. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55726. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55727. *
  55728. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55729. * ```javascript
  55730. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55731. * ```
  55732. *
  55733. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55734. */
  55735. export class DracoCompression implements IDisposable {
  55736. private _workerPoolPromise?;
  55737. private _decoderModulePromise?;
  55738. /**
  55739. * The configuration. Defaults to the following urls:
  55740. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55741. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55742. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55743. */
  55744. static Configuration: IDracoCompressionConfiguration;
  55745. /**
  55746. * Returns true if the decoder configuration is available.
  55747. */
  55748. static readonly DecoderAvailable: boolean;
  55749. /**
  55750. * Default number of workers to create when creating the draco compression object.
  55751. */
  55752. static DefaultNumWorkers: number;
  55753. private static GetDefaultNumWorkers;
  55754. private static _Default;
  55755. /**
  55756. * Default instance for the draco compression object.
  55757. */
  55758. static readonly Default: DracoCompression;
  55759. /**
  55760. * Constructor
  55761. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55762. */
  55763. constructor(numWorkers?: number);
  55764. /**
  55765. * Stop all async operations and release resources.
  55766. */
  55767. dispose(): void;
  55768. /**
  55769. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55770. * @returns a promise that resolves when ready
  55771. */
  55772. whenReadyAsync(): Promise<void>;
  55773. /**
  55774. * Decode Draco compressed mesh data to vertex data.
  55775. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55776. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55777. * @returns A promise that resolves with the decoded vertex data
  55778. */
  55779. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55780. [kind: string]: number;
  55781. }): Promise<VertexData>;
  55782. }
  55783. }
  55784. declare module BABYLON {
  55785. /**
  55786. * Class for building Constructive Solid Geometry
  55787. */
  55788. export class CSG {
  55789. private polygons;
  55790. /**
  55791. * The world matrix
  55792. */
  55793. matrix: Matrix;
  55794. /**
  55795. * Stores the position
  55796. */
  55797. position: Vector3;
  55798. /**
  55799. * Stores the rotation
  55800. */
  55801. rotation: Vector3;
  55802. /**
  55803. * Stores the rotation quaternion
  55804. */
  55805. rotationQuaternion: Nullable<Quaternion>;
  55806. /**
  55807. * Stores the scaling vector
  55808. */
  55809. scaling: Vector3;
  55810. /**
  55811. * Convert the Mesh to CSG
  55812. * @param mesh The Mesh to convert to CSG
  55813. * @returns A new CSG from the Mesh
  55814. */
  55815. static FromMesh(mesh: Mesh): CSG;
  55816. /**
  55817. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55818. * @param polygons Polygons used to construct a CSG solid
  55819. */
  55820. private static FromPolygons;
  55821. /**
  55822. * Clones, or makes a deep copy, of the CSG
  55823. * @returns A new CSG
  55824. */
  55825. clone(): CSG;
  55826. /**
  55827. * Unions this CSG with another CSG
  55828. * @param csg The CSG to union against this CSG
  55829. * @returns The unioned CSG
  55830. */
  55831. union(csg: CSG): CSG;
  55832. /**
  55833. * Unions this CSG with another CSG in place
  55834. * @param csg The CSG to union against this CSG
  55835. */
  55836. unionInPlace(csg: CSG): void;
  55837. /**
  55838. * Subtracts this CSG with another CSG
  55839. * @param csg The CSG to subtract against this CSG
  55840. * @returns A new CSG
  55841. */
  55842. subtract(csg: CSG): CSG;
  55843. /**
  55844. * Subtracts this CSG with another CSG in place
  55845. * @param csg The CSG to subtact against this CSG
  55846. */
  55847. subtractInPlace(csg: CSG): void;
  55848. /**
  55849. * Intersect this CSG with another CSG
  55850. * @param csg The CSG to intersect against this CSG
  55851. * @returns A new CSG
  55852. */
  55853. intersect(csg: CSG): CSG;
  55854. /**
  55855. * Intersects this CSG with another CSG in place
  55856. * @param csg The CSG to intersect against this CSG
  55857. */
  55858. intersectInPlace(csg: CSG): void;
  55859. /**
  55860. * Return a new CSG solid with solid and empty space switched. This solid is
  55861. * not modified.
  55862. * @returns A new CSG solid with solid and empty space switched
  55863. */
  55864. inverse(): CSG;
  55865. /**
  55866. * Inverses the CSG in place
  55867. */
  55868. inverseInPlace(): void;
  55869. /**
  55870. * This is used to keep meshes transformations so they can be restored
  55871. * when we build back a Babylon Mesh
  55872. * NB : All CSG operations are performed in world coordinates
  55873. * @param csg The CSG to copy the transform attributes from
  55874. * @returns This CSG
  55875. */
  55876. copyTransformAttributes(csg: CSG): CSG;
  55877. /**
  55878. * Build Raw mesh from CSG
  55879. * Coordinates here are in world space
  55880. * @param name The name of the mesh geometry
  55881. * @param scene The Scene
  55882. * @param keepSubMeshes Specifies if the submeshes should be kept
  55883. * @returns A new Mesh
  55884. */
  55885. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  55886. /**
  55887. * Build Mesh from CSG taking material and transforms into account
  55888. * @param name The name of the Mesh
  55889. * @param material The material of the Mesh
  55890. * @param scene The Scene
  55891. * @param keepSubMeshes Specifies if submeshes should be kept
  55892. * @returns The new Mesh
  55893. */
  55894. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  55895. }
  55896. }
  55897. declare module BABYLON {
  55898. /**
  55899. * Class used to create a trail following a mesh
  55900. */
  55901. export class TrailMesh extends Mesh {
  55902. private _generator;
  55903. private _autoStart;
  55904. private _running;
  55905. private _diameter;
  55906. private _length;
  55907. private _sectionPolygonPointsCount;
  55908. private _sectionVectors;
  55909. private _sectionNormalVectors;
  55910. private _beforeRenderObserver;
  55911. /**
  55912. * @constructor
  55913. * @param name The value used by scene.getMeshByName() to do a lookup.
  55914. * @param generator The mesh to generate a trail.
  55915. * @param scene The scene to add this mesh to.
  55916. * @param diameter Diameter of trailing mesh. Default is 1.
  55917. * @param length Length of trailing mesh. Default is 60.
  55918. * @param autoStart Automatically start trailing mesh. Default true.
  55919. */
  55920. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55921. /**
  55922. * "TrailMesh"
  55923. * @returns "TrailMesh"
  55924. */
  55925. getClassName(): string;
  55926. private _createMesh;
  55927. /**
  55928. * Start trailing mesh.
  55929. */
  55930. start(): void;
  55931. /**
  55932. * Stop trailing mesh.
  55933. */
  55934. stop(): void;
  55935. /**
  55936. * Update trailing mesh geometry.
  55937. */
  55938. update(): void;
  55939. /**
  55940. * Returns a new TrailMesh object.
  55941. * @param name is a string, the name given to the new mesh
  55942. * @param newGenerator use new generator object for cloned trail mesh
  55943. * @returns a new mesh
  55944. */
  55945. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55946. /**
  55947. * Serializes this trail mesh
  55948. * @param serializationObject object to write serialization to
  55949. */
  55950. serialize(serializationObject: any): void;
  55951. /**
  55952. * Parses a serialized trail mesh
  55953. * @param parsedMesh the serialized mesh
  55954. * @param scene the scene to create the trail mesh in
  55955. * @returns the created trail mesh
  55956. */
  55957. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55958. }
  55959. }
  55960. declare module BABYLON {
  55961. /**
  55962. * Class containing static functions to help procedurally build meshes
  55963. */
  55964. export class TiledBoxBuilder {
  55965. /**
  55966. * Creates a box mesh
  55967. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  55968. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55969. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55970. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  55971. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55972. * @param name defines the name of the mesh
  55973. * @param options defines the options used to create the mesh
  55974. * @param scene defines the hosting scene
  55975. * @returns the box mesh
  55976. */
  55977. static CreateTiledBox(name: string, options: {
  55978. pattern?: number;
  55979. width?: number;
  55980. height?: number;
  55981. depth?: number;
  55982. tileSize?: number;
  55983. tileWidth?: number;
  55984. tileHeight?: number;
  55985. alignHorizontal?: number;
  55986. alignVertical?: number;
  55987. faceUV?: Vector4[];
  55988. faceColors?: Color4[];
  55989. sideOrientation?: number;
  55990. updatable?: boolean;
  55991. }, scene?: Nullable<Scene>): Mesh;
  55992. }
  55993. }
  55994. declare module BABYLON {
  55995. /**
  55996. * Class containing static functions to help procedurally build meshes
  55997. */
  55998. export class TorusKnotBuilder {
  55999. /**
  56000. * Creates a torus knot mesh
  56001. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56002. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56003. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56004. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56005. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56006. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56007. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56008. * @param name defines the name of the mesh
  56009. * @param options defines the options used to create the mesh
  56010. * @param scene defines the hosting scene
  56011. * @returns the torus knot mesh
  56012. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56013. */
  56014. static CreateTorusKnot(name: string, options: {
  56015. radius?: number;
  56016. tube?: number;
  56017. radialSegments?: number;
  56018. tubularSegments?: number;
  56019. p?: number;
  56020. q?: number;
  56021. updatable?: boolean;
  56022. sideOrientation?: number;
  56023. frontUVs?: Vector4;
  56024. backUVs?: Vector4;
  56025. }, scene: any): Mesh;
  56026. }
  56027. }
  56028. declare module BABYLON {
  56029. /**
  56030. * Polygon
  56031. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56032. */
  56033. export class Polygon {
  56034. /**
  56035. * Creates a rectangle
  56036. * @param xmin bottom X coord
  56037. * @param ymin bottom Y coord
  56038. * @param xmax top X coord
  56039. * @param ymax top Y coord
  56040. * @returns points that make the resulting rectation
  56041. */
  56042. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56043. /**
  56044. * Creates a circle
  56045. * @param radius radius of circle
  56046. * @param cx scale in x
  56047. * @param cy scale in y
  56048. * @param numberOfSides number of sides that make up the circle
  56049. * @returns points that make the resulting circle
  56050. */
  56051. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56052. /**
  56053. * Creates a polygon from input string
  56054. * @param input Input polygon data
  56055. * @returns the parsed points
  56056. */
  56057. static Parse(input: string): Vector2[];
  56058. /**
  56059. * Starts building a polygon from x and y coordinates
  56060. * @param x x coordinate
  56061. * @param y y coordinate
  56062. * @returns the started path2
  56063. */
  56064. static StartingAt(x: number, y: number): Path2;
  56065. }
  56066. /**
  56067. * Builds a polygon
  56068. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56069. */
  56070. export class PolygonMeshBuilder {
  56071. private _points;
  56072. private _outlinepoints;
  56073. private _holes;
  56074. private _name;
  56075. private _scene;
  56076. private _epoints;
  56077. private _eholes;
  56078. private _addToepoint;
  56079. /**
  56080. * Babylon reference to the earcut plugin.
  56081. */
  56082. bjsEarcut: any;
  56083. /**
  56084. * Creates a PolygonMeshBuilder
  56085. * @param name name of the builder
  56086. * @param contours Path of the polygon
  56087. * @param scene scene to add to when creating the mesh
  56088. * @param earcutInjection can be used to inject your own earcut reference
  56089. */
  56090. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56091. /**
  56092. * Adds a whole within the polygon
  56093. * @param hole Array of points defining the hole
  56094. * @returns this
  56095. */
  56096. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56097. /**
  56098. * Creates the polygon
  56099. * @param updatable If the mesh should be updatable
  56100. * @param depth The depth of the mesh created
  56101. * @returns the created mesh
  56102. */
  56103. build(updatable?: boolean, depth?: number): Mesh;
  56104. /**
  56105. * Creates the polygon
  56106. * @param depth The depth of the mesh created
  56107. * @returns the created VertexData
  56108. */
  56109. buildVertexData(depth?: number): VertexData;
  56110. /**
  56111. * Adds a side to the polygon
  56112. * @param positions points that make the polygon
  56113. * @param normals normals of the polygon
  56114. * @param uvs uvs of the polygon
  56115. * @param indices indices of the polygon
  56116. * @param bounds bounds of the polygon
  56117. * @param points points of the polygon
  56118. * @param depth depth of the polygon
  56119. * @param flip flip of the polygon
  56120. */
  56121. private addSide;
  56122. }
  56123. }
  56124. declare module BABYLON {
  56125. /**
  56126. * Class containing static functions to help procedurally build meshes
  56127. */
  56128. export class PolygonBuilder {
  56129. /**
  56130. * Creates a polygon mesh
  56131. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56132. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56133. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56134. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56135. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56136. * * Remember you can only change the shape positions, not their number when updating a polygon
  56137. * @param name defines the name of the mesh
  56138. * @param options defines the options used to create the mesh
  56139. * @param scene defines the hosting scene
  56140. * @param earcutInjection can be used to inject your own earcut reference
  56141. * @returns the polygon mesh
  56142. */
  56143. static CreatePolygon(name: string, options: {
  56144. shape: Vector3[];
  56145. holes?: Vector3[][];
  56146. depth?: number;
  56147. faceUV?: Vector4[];
  56148. faceColors?: Color4[];
  56149. updatable?: boolean;
  56150. sideOrientation?: number;
  56151. frontUVs?: Vector4;
  56152. backUVs?: Vector4;
  56153. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56154. /**
  56155. * Creates an extruded polygon mesh, with depth in the Y direction.
  56156. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56157. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56158. * @param name defines the name of the mesh
  56159. * @param options defines the options used to create the mesh
  56160. * @param scene defines the hosting scene
  56161. * @param earcutInjection can be used to inject your own earcut reference
  56162. * @returns the polygon mesh
  56163. */
  56164. static ExtrudePolygon(name: string, options: {
  56165. shape: Vector3[];
  56166. holes?: Vector3[][];
  56167. depth?: number;
  56168. faceUV?: Vector4[];
  56169. faceColors?: Color4[];
  56170. updatable?: boolean;
  56171. sideOrientation?: number;
  56172. frontUVs?: Vector4;
  56173. backUVs?: Vector4;
  56174. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56175. }
  56176. }
  56177. declare module BABYLON {
  56178. /**
  56179. * Class containing static functions to help procedurally build meshes
  56180. */
  56181. export class LatheBuilder {
  56182. /**
  56183. * Creates lathe mesh.
  56184. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56185. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56186. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56187. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56188. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56189. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56190. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56191. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56192. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56193. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56194. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56196. * @param name defines the name of the mesh
  56197. * @param options defines the options used to create the mesh
  56198. * @param scene defines the hosting scene
  56199. * @returns the lathe mesh
  56200. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56201. */
  56202. static CreateLathe(name: string, options: {
  56203. shape: Vector3[];
  56204. radius?: number;
  56205. tessellation?: number;
  56206. clip?: number;
  56207. arc?: number;
  56208. closed?: boolean;
  56209. updatable?: boolean;
  56210. sideOrientation?: number;
  56211. frontUVs?: Vector4;
  56212. backUVs?: Vector4;
  56213. cap?: number;
  56214. invertUV?: boolean;
  56215. }, scene?: Nullable<Scene>): Mesh;
  56216. }
  56217. }
  56218. declare module BABYLON {
  56219. /**
  56220. * Class containing static functions to help procedurally build meshes
  56221. */
  56222. export class TiledPlaneBuilder {
  56223. /**
  56224. * Creates a tiled plane mesh
  56225. * * The parameter `pattern` will, depending on value, do nothing or
  56226. * * * flip (reflect about central vertical) alternate tiles across and up
  56227. * * * flip every tile on alternate rows
  56228. * * * rotate (180 degs) alternate tiles across and up
  56229. * * * rotate every tile on alternate rows
  56230. * * * flip and rotate alternate tiles across and up
  56231. * * * flip and rotate every tile on alternate rows
  56232. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56233. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56234. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56235. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56236. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  56237. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  56238. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56239. * @param name defines the name of the mesh
  56240. * @param options defines the options used to create the mesh
  56241. * @param scene defines the hosting scene
  56242. * @returns the box mesh
  56243. */
  56244. static CreateTiledPlane(name: string, options: {
  56245. pattern?: number;
  56246. tileSize?: number;
  56247. tileWidth?: number;
  56248. tileHeight?: number;
  56249. size?: number;
  56250. width?: number;
  56251. height?: number;
  56252. alignHorizontal?: number;
  56253. alignVertical?: number;
  56254. sideOrientation?: number;
  56255. frontUVs?: Vector4;
  56256. backUVs?: Vector4;
  56257. updatable?: boolean;
  56258. }, scene?: Nullable<Scene>): Mesh;
  56259. }
  56260. }
  56261. declare module BABYLON {
  56262. /**
  56263. * Class containing static functions to help procedurally build meshes
  56264. */
  56265. export class TubeBuilder {
  56266. /**
  56267. * Creates a tube mesh.
  56268. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56269. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56270. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56271. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56272. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56273. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56274. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56275. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56276. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56277. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56278. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56279. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56281. * @param name defines the name of the mesh
  56282. * @param options defines the options used to create the mesh
  56283. * @param scene defines the hosting scene
  56284. * @returns the tube mesh
  56285. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56286. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56287. */
  56288. static CreateTube(name: string, options: {
  56289. path: Vector3[];
  56290. radius?: number;
  56291. tessellation?: number;
  56292. radiusFunction?: {
  56293. (i: number, distance: number): number;
  56294. };
  56295. cap?: number;
  56296. arc?: number;
  56297. updatable?: boolean;
  56298. sideOrientation?: number;
  56299. frontUVs?: Vector4;
  56300. backUVs?: Vector4;
  56301. instance?: Mesh;
  56302. invertUV?: boolean;
  56303. }, scene?: Nullable<Scene>): Mesh;
  56304. }
  56305. }
  56306. declare module BABYLON {
  56307. /**
  56308. * Class containing static functions to help procedurally build meshes
  56309. */
  56310. export class IcoSphereBuilder {
  56311. /**
  56312. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56313. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56314. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56315. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56316. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56317. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56318. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56319. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56320. * @param name defines the name of the mesh
  56321. * @param options defines the options used to create the mesh
  56322. * @param scene defines the hosting scene
  56323. * @returns the icosahedron mesh
  56324. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56325. */
  56326. static CreateIcoSphere(name: string, options: {
  56327. radius?: number;
  56328. radiusX?: number;
  56329. radiusY?: number;
  56330. radiusZ?: number;
  56331. flat?: boolean;
  56332. subdivisions?: number;
  56333. sideOrientation?: number;
  56334. frontUVs?: Vector4;
  56335. backUVs?: Vector4;
  56336. updatable?: boolean;
  56337. }, scene?: Nullable<Scene>): Mesh;
  56338. }
  56339. }
  56340. declare module BABYLON {
  56341. /**
  56342. * Class containing static functions to help procedurally build meshes
  56343. */
  56344. export class DecalBuilder {
  56345. /**
  56346. * Creates a decal mesh.
  56347. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  56348. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56349. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56350. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56351. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56352. * @param name defines the name of the mesh
  56353. * @param sourceMesh defines the mesh where the decal must be applied
  56354. * @param options defines the options used to create the mesh
  56355. * @param scene defines the hosting scene
  56356. * @returns the decal mesh
  56357. * @see https://doc.babylonjs.com/how_to/decals
  56358. */
  56359. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56360. position?: Vector3;
  56361. normal?: Vector3;
  56362. size?: Vector3;
  56363. angle?: number;
  56364. }): Mesh;
  56365. }
  56366. }
  56367. declare module BABYLON {
  56368. /**
  56369. * Class containing static functions to help procedurally build meshes
  56370. */
  56371. export class MeshBuilder {
  56372. /**
  56373. * Creates a box mesh
  56374. * * The parameter `size` sets the size (float) of each box side (default 1)
  56375. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56376. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56377. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56378. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56379. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56381. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56382. * @param name defines the name of the mesh
  56383. * @param options defines the options used to create the mesh
  56384. * @param scene defines the hosting scene
  56385. * @returns the box mesh
  56386. */
  56387. static CreateBox(name: string, options: {
  56388. size?: number;
  56389. width?: number;
  56390. height?: number;
  56391. depth?: number;
  56392. faceUV?: Vector4[];
  56393. faceColors?: Color4[];
  56394. sideOrientation?: number;
  56395. frontUVs?: Vector4;
  56396. backUVs?: Vector4;
  56397. updatable?: boolean;
  56398. }, scene?: Nullable<Scene>): Mesh;
  56399. /**
  56400. * Creates a tiled box mesh
  56401. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56403. * @param name defines the name of the mesh
  56404. * @param options defines the options used to create the mesh
  56405. * @param scene defines the hosting scene
  56406. * @returns the tiled box mesh
  56407. */
  56408. static CreateTiledBox(name: string, options: {
  56409. pattern?: number;
  56410. size?: number;
  56411. width?: number;
  56412. height?: number;
  56413. depth: number;
  56414. tileSize?: number;
  56415. tileWidth?: number;
  56416. tileHeight?: number;
  56417. faceUV?: Vector4[];
  56418. faceColors?: Color4[];
  56419. alignHorizontal?: number;
  56420. alignVertical?: number;
  56421. sideOrientation?: number;
  56422. updatable?: boolean;
  56423. }, scene?: Nullable<Scene>): Mesh;
  56424. /**
  56425. * Creates a sphere mesh
  56426. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56427. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  56428. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56429. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  56430. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  56431. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56432. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56433. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56434. * @param name defines the name of the mesh
  56435. * @param options defines the options used to create the mesh
  56436. * @param scene defines the hosting scene
  56437. * @returns the sphere mesh
  56438. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56439. */
  56440. static CreateSphere(name: string, options: {
  56441. segments?: number;
  56442. diameter?: number;
  56443. diameterX?: number;
  56444. diameterY?: number;
  56445. diameterZ?: number;
  56446. arc?: number;
  56447. slice?: number;
  56448. sideOrientation?: number;
  56449. frontUVs?: Vector4;
  56450. backUVs?: Vector4;
  56451. updatable?: boolean;
  56452. }, scene?: Nullable<Scene>): Mesh;
  56453. /**
  56454. * Creates a plane polygonal mesh. By default, this is a disc
  56455. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56456. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  56457. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  56458. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56459. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56460. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56461. * @param name defines the name of the mesh
  56462. * @param options defines the options used to create the mesh
  56463. * @param scene defines the hosting scene
  56464. * @returns the plane polygonal mesh
  56465. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56466. */
  56467. static CreateDisc(name: string, options: {
  56468. radius?: number;
  56469. tessellation?: number;
  56470. arc?: number;
  56471. updatable?: boolean;
  56472. sideOrientation?: number;
  56473. frontUVs?: Vector4;
  56474. backUVs?: Vector4;
  56475. }, scene?: Nullable<Scene>): Mesh;
  56476. /**
  56477. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56478. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56479. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56480. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56481. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56482. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56483. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56485. * @param name defines the name of the mesh
  56486. * @param options defines the options used to create the mesh
  56487. * @param scene defines the hosting scene
  56488. * @returns the icosahedron mesh
  56489. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56490. */
  56491. static CreateIcoSphere(name: string, options: {
  56492. radius?: number;
  56493. radiusX?: number;
  56494. radiusY?: number;
  56495. radiusZ?: number;
  56496. flat?: boolean;
  56497. subdivisions?: number;
  56498. sideOrientation?: number;
  56499. frontUVs?: Vector4;
  56500. backUVs?: Vector4;
  56501. updatable?: boolean;
  56502. }, scene?: Nullable<Scene>): Mesh;
  56503. /**
  56504. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56505. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56506. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56507. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56508. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  56509. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  56510. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  56511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56512. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56513. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56514. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  56515. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56516. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  56517. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56518. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56519. * @param name defines the name of the mesh
  56520. * @param options defines the options used to create the mesh
  56521. * @param scene defines the hosting scene
  56522. * @returns the ribbon mesh
  56523. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56524. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56525. */
  56526. static CreateRibbon(name: string, options: {
  56527. pathArray: Vector3[][];
  56528. closeArray?: boolean;
  56529. closePath?: boolean;
  56530. offset?: number;
  56531. updatable?: boolean;
  56532. sideOrientation?: number;
  56533. frontUVs?: Vector4;
  56534. backUVs?: Vector4;
  56535. instance?: Mesh;
  56536. invertUV?: boolean;
  56537. uvs?: Vector2[];
  56538. colors?: Color4[];
  56539. }, scene?: Nullable<Scene>): Mesh;
  56540. /**
  56541. * Creates a cylinder or a cone mesh
  56542. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56543. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56544. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  56545. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56546. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56547. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56548. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56549. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  56550. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56551. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  56552. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  56553. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56554. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  56555. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  56556. * * If `enclose` is false, a ring surface is one element.
  56557. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56558. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  56559. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56560. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56561. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56562. * @param name defines the name of the mesh
  56563. * @param options defines the options used to create the mesh
  56564. * @param scene defines the hosting scene
  56565. * @returns the cylinder mesh
  56566. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56567. */
  56568. static CreateCylinder(name: string, options: {
  56569. height?: number;
  56570. diameterTop?: number;
  56571. diameterBottom?: number;
  56572. diameter?: number;
  56573. tessellation?: number;
  56574. subdivisions?: number;
  56575. arc?: number;
  56576. faceColors?: Color4[];
  56577. faceUV?: Vector4[];
  56578. updatable?: boolean;
  56579. hasRings?: boolean;
  56580. enclose?: boolean;
  56581. cap?: number;
  56582. sideOrientation?: number;
  56583. frontUVs?: Vector4;
  56584. backUVs?: Vector4;
  56585. }, scene?: Nullable<Scene>): Mesh;
  56586. /**
  56587. * Creates a torus mesh
  56588. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56589. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56590. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56592. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56594. * @param name defines the name of the mesh
  56595. * @param options defines the options used to create the mesh
  56596. * @param scene defines the hosting scene
  56597. * @returns the torus mesh
  56598. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56599. */
  56600. static CreateTorus(name: string, options: {
  56601. diameter?: number;
  56602. thickness?: number;
  56603. tessellation?: number;
  56604. updatable?: boolean;
  56605. sideOrientation?: number;
  56606. frontUVs?: Vector4;
  56607. backUVs?: Vector4;
  56608. }, scene?: Nullable<Scene>): Mesh;
  56609. /**
  56610. * Creates a torus knot mesh
  56611. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56612. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56613. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56614. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56615. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56616. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56617. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56618. * @param name defines the name of the mesh
  56619. * @param options defines the options used to create the mesh
  56620. * @param scene defines the hosting scene
  56621. * @returns the torus knot mesh
  56622. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56623. */
  56624. static CreateTorusKnot(name: string, options: {
  56625. radius?: number;
  56626. tube?: number;
  56627. radialSegments?: number;
  56628. tubularSegments?: number;
  56629. p?: number;
  56630. q?: number;
  56631. updatable?: boolean;
  56632. sideOrientation?: number;
  56633. frontUVs?: Vector4;
  56634. backUVs?: Vector4;
  56635. }, scene?: Nullable<Scene>): Mesh;
  56636. /**
  56637. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56638. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  56639. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56640. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56641. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56642. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56643. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56644. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56645. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56647. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56648. * @param name defines the name of the new line system
  56649. * @param options defines the options used to create the line system
  56650. * @param scene defines the hosting scene
  56651. * @returns a new line system mesh
  56652. */
  56653. static CreateLineSystem(name: string, options: {
  56654. lines: Vector3[][];
  56655. updatable?: boolean;
  56656. instance?: Nullable<LinesMesh>;
  56657. colors?: Nullable<Color4[][]>;
  56658. useVertexAlpha?: boolean;
  56659. }, scene: Nullable<Scene>): LinesMesh;
  56660. /**
  56661. * Creates a line mesh
  56662. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56663. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56664. * * The parameter `points` is an array successive Vector3
  56665. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56666. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56667. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56668. * * When updating an instance, remember that only point positions can change, not the number of points
  56669. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56670. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56671. * @param name defines the name of the new line system
  56672. * @param options defines the options used to create the line system
  56673. * @param scene defines the hosting scene
  56674. * @returns a new line mesh
  56675. */
  56676. static CreateLines(name: string, options: {
  56677. points: Vector3[];
  56678. updatable?: boolean;
  56679. instance?: Nullable<LinesMesh>;
  56680. colors?: Color4[];
  56681. useVertexAlpha?: boolean;
  56682. }, scene?: Nullable<Scene>): LinesMesh;
  56683. /**
  56684. * Creates a dashed line mesh
  56685. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56686. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56687. * * The parameter `points` is an array successive Vector3
  56688. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56689. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56690. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56691. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56692. * * When updating an instance, remember that only point positions can change, not the number of points
  56693. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56694. * @param name defines the name of the mesh
  56695. * @param options defines the options used to create the mesh
  56696. * @param scene defines the hosting scene
  56697. * @returns the dashed line mesh
  56698. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56699. */
  56700. static CreateDashedLines(name: string, options: {
  56701. points: Vector3[];
  56702. dashSize?: number;
  56703. gapSize?: number;
  56704. dashNb?: number;
  56705. updatable?: boolean;
  56706. instance?: LinesMesh;
  56707. }, scene?: Nullable<Scene>): LinesMesh;
  56708. /**
  56709. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56710. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56711. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56712. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  56713. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56714. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56715. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56716. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56717. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56718. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56719. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56721. * @param name defines the name of the mesh
  56722. * @param options defines the options used to create the mesh
  56723. * @param scene defines the hosting scene
  56724. * @returns the extruded shape mesh
  56725. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56726. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56727. */
  56728. static ExtrudeShape(name: string, options: {
  56729. shape: Vector3[];
  56730. path: Vector3[];
  56731. scale?: number;
  56732. rotation?: number;
  56733. cap?: number;
  56734. updatable?: boolean;
  56735. sideOrientation?: number;
  56736. frontUVs?: Vector4;
  56737. backUVs?: Vector4;
  56738. instance?: Mesh;
  56739. invertUV?: boolean;
  56740. }, scene?: Nullable<Scene>): Mesh;
  56741. /**
  56742. * Creates an custom extruded shape mesh.
  56743. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56744. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56745. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56746. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56747. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56748. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56749. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56750. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56751. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56752. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56753. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56754. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56756. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56757. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56759. * @param name defines the name of the mesh
  56760. * @param options defines the options used to create the mesh
  56761. * @param scene defines the hosting scene
  56762. * @returns the custom extruded shape mesh
  56763. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56764. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56765. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56766. */
  56767. static ExtrudeShapeCustom(name: string, options: {
  56768. shape: Vector3[];
  56769. path: Vector3[];
  56770. scaleFunction?: any;
  56771. rotationFunction?: any;
  56772. ribbonCloseArray?: boolean;
  56773. ribbonClosePath?: boolean;
  56774. cap?: number;
  56775. updatable?: boolean;
  56776. sideOrientation?: number;
  56777. frontUVs?: Vector4;
  56778. backUVs?: Vector4;
  56779. instance?: Mesh;
  56780. invertUV?: boolean;
  56781. }, scene?: Nullable<Scene>): Mesh;
  56782. /**
  56783. * Creates lathe mesh.
  56784. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56785. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56786. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56787. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56788. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56789. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56790. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56791. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56793. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56794. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56796. * @param name defines the name of the mesh
  56797. * @param options defines the options used to create the mesh
  56798. * @param scene defines the hosting scene
  56799. * @returns the lathe mesh
  56800. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56801. */
  56802. static CreateLathe(name: string, options: {
  56803. shape: Vector3[];
  56804. radius?: number;
  56805. tessellation?: number;
  56806. clip?: number;
  56807. arc?: number;
  56808. closed?: boolean;
  56809. updatable?: boolean;
  56810. sideOrientation?: number;
  56811. frontUVs?: Vector4;
  56812. backUVs?: Vector4;
  56813. cap?: number;
  56814. invertUV?: boolean;
  56815. }, scene?: Nullable<Scene>): Mesh;
  56816. /**
  56817. * Creates a tiled plane mesh
  56818. * * You can set a limited pattern arrangement with the tiles
  56819. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56820. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56821. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56822. * @param name defines the name of the mesh
  56823. * @param options defines the options used to create the mesh
  56824. * @param scene defines the hosting scene
  56825. * @returns the plane mesh
  56826. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56827. */
  56828. static CreateTiledPlane(name: string, options: {
  56829. pattern?: number;
  56830. tileSize?: number;
  56831. tileWidth?: number;
  56832. tileHeight?: number;
  56833. size?: number;
  56834. width?: number;
  56835. height?: number;
  56836. alignHorizontal?: number;
  56837. alignVertical?: number;
  56838. sideOrientation?: number;
  56839. frontUVs?: Vector4;
  56840. backUVs?: Vector4;
  56841. updatable?: boolean;
  56842. }, scene?: Nullable<Scene>): Mesh;
  56843. /**
  56844. * Creates a plane mesh
  56845. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56846. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56847. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56848. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56849. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56851. * @param name defines the name of the mesh
  56852. * @param options defines the options used to create the mesh
  56853. * @param scene defines the hosting scene
  56854. * @returns the plane mesh
  56855. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56856. */
  56857. static CreatePlane(name: string, options: {
  56858. size?: number;
  56859. width?: number;
  56860. height?: number;
  56861. sideOrientation?: number;
  56862. frontUVs?: Vector4;
  56863. backUVs?: Vector4;
  56864. updatable?: boolean;
  56865. sourcePlane?: Plane;
  56866. }, scene?: Nullable<Scene>): Mesh;
  56867. /**
  56868. * Creates a ground mesh
  56869. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56870. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56871. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56872. * @param name defines the name of the mesh
  56873. * @param options defines the options used to create the mesh
  56874. * @param scene defines the hosting scene
  56875. * @returns the ground mesh
  56876. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56877. */
  56878. static CreateGround(name: string, options: {
  56879. width?: number;
  56880. height?: number;
  56881. subdivisions?: number;
  56882. subdivisionsX?: number;
  56883. subdivisionsY?: number;
  56884. updatable?: boolean;
  56885. }, scene?: Nullable<Scene>): Mesh;
  56886. /**
  56887. * Creates a tiled ground mesh
  56888. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56889. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56890. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  56891. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  56892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56893. * @param name defines the name of the mesh
  56894. * @param options defines the options used to create the mesh
  56895. * @param scene defines the hosting scene
  56896. * @returns the tiled ground mesh
  56897. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56898. */
  56899. static CreateTiledGround(name: string, options: {
  56900. xmin: number;
  56901. zmin: number;
  56902. xmax: number;
  56903. zmax: number;
  56904. subdivisions?: {
  56905. w: number;
  56906. h: number;
  56907. };
  56908. precision?: {
  56909. w: number;
  56910. h: number;
  56911. };
  56912. updatable?: boolean;
  56913. }, scene?: Nullable<Scene>): Mesh;
  56914. /**
  56915. * Creates a ground mesh from a height map
  56916. * * The parameter `url` sets the URL of the height map image resource.
  56917. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56918. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56919. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56920. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56921. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  56922. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  56923. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56925. * @param name defines the name of the mesh
  56926. * @param url defines the url to the height map
  56927. * @param options defines the options used to create the mesh
  56928. * @param scene defines the hosting scene
  56929. * @returns the ground mesh
  56930. * @see https://doc.babylonjs.com/babylon101/height_map
  56931. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56932. */
  56933. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56934. width?: number;
  56935. height?: number;
  56936. subdivisions?: number;
  56937. minHeight?: number;
  56938. maxHeight?: number;
  56939. colorFilter?: Color3;
  56940. alphaFilter?: number;
  56941. updatable?: boolean;
  56942. onReady?: (mesh: GroundMesh) => void;
  56943. }, scene?: Nullable<Scene>): GroundMesh;
  56944. /**
  56945. * Creates a polygon mesh
  56946. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56947. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56948. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56950. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56951. * * Remember you can only change the shape positions, not their number when updating a polygon
  56952. * @param name defines the name of the mesh
  56953. * @param options defines the options used to create the mesh
  56954. * @param scene defines the hosting scene
  56955. * @param earcutInjection can be used to inject your own earcut reference
  56956. * @returns the polygon mesh
  56957. */
  56958. static CreatePolygon(name: string, options: {
  56959. shape: Vector3[];
  56960. holes?: Vector3[][];
  56961. depth?: number;
  56962. faceUV?: Vector4[];
  56963. faceColors?: Color4[];
  56964. updatable?: boolean;
  56965. sideOrientation?: number;
  56966. frontUVs?: Vector4;
  56967. backUVs?: Vector4;
  56968. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56969. /**
  56970. * Creates an extruded polygon mesh, with depth in the Y direction.
  56971. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56972. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56973. * @param name defines the name of the mesh
  56974. * @param options defines the options used to create the mesh
  56975. * @param scene defines the hosting scene
  56976. * @param earcutInjection can be used to inject your own earcut reference
  56977. * @returns the polygon mesh
  56978. */
  56979. static ExtrudePolygon(name: string, options: {
  56980. shape: Vector3[];
  56981. holes?: Vector3[][];
  56982. depth?: number;
  56983. faceUV?: Vector4[];
  56984. faceColors?: Color4[];
  56985. updatable?: boolean;
  56986. sideOrientation?: number;
  56987. frontUVs?: Vector4;
  56988. backUVs?: Vector4;
  56989. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56990. /**
  56991. * Creates a tube mesh.
  56992. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56993. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56994. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56995. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56996. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56997. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56998. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56999. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57000. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  57001. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57002. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57003. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57005. * @param name defines the name of the mesh
  57006. * @param options defines the options used to create the mesh
  57007. * @param scene defines the hosting scene
  57008. * @returns the tube mesh
  57009. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57010. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57011. */
  57012. static CreateTube(name: string, options: {
  57013. path: Vector3[];
  57014. radius?: number;
  57015. tessellation?: number;
  57016. radiusFunction?: {
  57017. (i: number, distance: number): number;
  57018. };
  57019. cap?: number;
  57020. arc?: number;
  57021. updatable?: boolean;
  57022. sideOrientation?: number;
  57023. frontUVs?: Vector4;
  57024. backUVs?: Vector4;
  57025. instance?: Mesh;
  57026. invertUV?: boolean;
  57027. }, scene?: Nullable<Scene>): Mesh;
  57028. /**
  57029. * Creates a polyhedron mesh
  57030. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  57031. * * The parameter `size` (positive float, default 1) sets the polygon size
  57032. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57033. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  57034. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  57035. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  57036. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57037. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  57038. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57039. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57040. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57041. * @param name defines the name of the mesh
  57042. * @param options defines the options used to create the mesh
  57043. * @param scene defines the hosting scene
  57044. * @returns the polyhedron mesh
  57045. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57046. */
  57047. static CreatePolyhedron(name: string, options: {
  57048. type?: number;
  57049. size?: number;
  57050. sizeX?: number;
  57051. sizeY?: number;
  57052. sizeZ?: number;
  57053. custom?: any;
  57054. faceUV?: Vector4[];
  57055. faceColors?: Color4[];
  57056. flat?: boolean;
  57057. updatable?: boolean;
  57058. sideOrientation?: number;
  57059. frontUVs?: Vector4;
  57060. backUVs?: Vector4;
  57061. }, scene?: Nullable<Scene>): Mesh;
  57062. /**
  57063. * Creates a decal mesh.
  57064. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  57065. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57066. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57067. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57068. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57069. * @param name defines the name of the mesh
  57070. * @param sourceMesh defines the mesh where the decal must be applied
  57071. * @param options defines the options used to create the mesh
  57072. * @param scene defines the hosting scene
  57073. * @returns the decal mesh
  57074. * @see https://doc.babylonjs.com/how_to/decals
  57075. */
  57076. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57077. position?: Vector3;
  57078. normal?: Vector3;
  57079. size?: Vector3;
  57080. angle?: number;
  57081. }): Mesh;
  57082. }
  57083. }
  57084. declare module BABYLON {
  57085. /**
  57086. * A simplifier interface for future simplification implementations
  57087. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57088. */
  57089. export interface ISimplifier {
  57090. /**
  57091. * Simplification of a given mesh according to the given settings.
  57092. * Since this requires computation, it is assumed that the function runs async.
  57093. * @param settings The settings of the simplification, including quality and distance
  57094. * @param successCallback A callback that will be called after the mesh was simplified.
  57095. * @param errorCallback in case of an error, this callback will be called. optional.
  57096. */
  57097. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57098. }
  57099. /**
  57100. * Expected simplification settings.
  57101. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57102. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57103. */
  57104. export interface ISimplificationSettings {
  57105. /**
  57106. * Gets or sets the expected quality
  57107. */
  57108. quality: number;
  57109. /**
  57110. * Gets or sets the distance when this optimized version should be used
  57111. */
  57112. distance: number;
  57113. /**
  57114. * Gets an already optimized mesh
  57115. */
  57116. optimizeMesh?: boolean;
  57117. }
  57118. /**
  57119. * Class used to specify simplification options
  57120. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57121. */
  57122. export class SimplificationSettings implements ISimplificationSettings {
  57123. /** expected quality */
  57124. quality: number;
  57125. /** distance when this optimized version should be used */
  57126. distance: number;
  57127. /** already optimized mesh */
  57128. optimizeMesh?: boolean | undefined;
  57129. /**
  57130. * Creates a SimplificationSettings
  57131. * @param quality expected quality
  57132. * @param distance distance when this optimized version should be used
  57133. * @param optimizeMesh already optimized mesh
  57134. */
  57135. constructor(
  57136. /** expected quality */
  57137. quality: number,
  57138. /** distance when this optimized version should be used */
  57139. distance: number,
  57140. /** already optimized mesh */
  57141. optimizeMesh?: boolean | undefined);
  57142. }
  57143. /**
  57144. * Interface used to define a simplification task
  57145. */
  57146. export interface ISimplificationTask {
  57147. /**
  57148. * Array of settings
  57149. */
  57150. settings: Array<ISimplificationSettings>;
  57151. /**
  57152. * Simplification type
  57153. */
  57154. simplificationType: SimplificationType;
  57155. /**
  57156. * Mesh to simplify
  57157. */
  57158. mesh: Mesh;
  57159. /**
  57160. * Callback called on success
  57161. */
  57162. successCallback?: () => void;
  57163. /**
  57164. * Defines if parallel processing can be used
  57165. */
  57166. parallelProcessing: boolean;
  57167. }
  57168. /**
  57169. * Queue used to order the simplification tasks
  57170. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57171. */
  57172. export class SimplificationQueue {
  57173. private _simplificationArray;
  57174. /**
  57175. * Gets a boolean indicating that the process is still running
  57176. */
  57177. running: boolean;
  57178. /**
  57179. * Creates a new queue
  57180. */
  57181. constructor();
  57182. /**
  57183. * Adds a new simplification task
  57184. * @param task defines a task to add
  57185. */
  57186. addTask(task: ISimplificationTask): void;
  57187. /**
  57188. * Execute next task
  57189. */
  57190. executeNext(): void;
  57191. /**
  57192. * Execute a simplification task
  57193. * @param task defines the task to run
  57194. */
  57195. runSimplification(task: ISimplificationTask): void;
  57196. private getSimplifier;
  57197. }
  57198. /**
  57199. * The implemented types of simplification
  57200. * At the moment only Quadratic Error Decimation is implemented
  57201. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57202. */
  57203. export enum SimplificationType {
  57204. /** Quadratic error decimation */
  57205. QUADRATIC = 0
  57206. }
  57207. }
  57208. declare module BABYLON {
  57209. interface Scene {
  57210. /** @hidden (Backing field) */
  57211. _simplificationQueue: SimplificationQueue;
  57212. /**
  57213. * Gets or sets the simplification queue attached to the scene
  57214. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57215. */
  57216. simplificationQueue: SimplificationQueue;
  57217. }
  57218. interface Mesh {
  57219. /**
  57220. * Simplify the mesh according to the given array of settings.
  57221. * Function will return immediately and will simplify async
  57222. * @param settings a collection of simplification settings
  57223. * @param parallelProcessing should all levels calculate parallel or one after the other
  57224. * @param simplificationType the type of simplification to run
  57225. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57226. * @returns the current mesh
  57227. */
  57228. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57229. }
  57230. /**
  57231. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57232. * created in a scene
  57233. */
  57234. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57235. /**
  57236. * The component name helpfull to identify the component in the list of scene components.
  57237. */
  57238. readonly name: string;
  57239. /**
  57240. * The scene the component belongs to.
  57241. */
  57242. scene: Scene;
  57243. /**
  57244. * Creates a new instance of the component for the given scene
  57245. * @param scene Defines the scene to register the component in
  57246. */
  57247. constructor(scene: Scene);
  57248. /**
  57249. * Registers the component in a given scene
  57250. */
  57251. register(): void;
  57252. /**
  57253. * Rebuilds the elements related to this component in case of
  57254. * context lost for instance.
  57255. */
  57256. rebuild(): void;
  57257. /**
  57258. * Disposes the component and the associated ressources
  57259. */
  57260. dispose(): void;
  57261. private _beforeCameraUpdate;
  57262. }
  57263. }
  57264. declare module BABYLON {
  57265. /**
  57266. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57267. */
  57268. export interface INavigationEnginePlugin {
  57269. /**
  57270. * plugin name
  57271. */
  57272. name: string;
  57273. /**
  57274. * Creates a navigation mesh
  57275. * @param meshes array of all the geometry used to compute the navigatio mesh
  57276. * @param parameters bunch of parameters used to filter geometry
  57277. */
  57278. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57279. /**
  57280. * Create a navigation mesh debug mesh
  57281. * @param scene is where the mesh will be added
  57282. * @returns debug display mesh
  57283. */
  57284. createDebugNavMesh(scene: Scene): Mesh;
  57285. /**
  57286. * Get a navigation mesh constrained position, closest to the parameter position
  57287. * @param position world position
  57288. * @returns the closest point to position constrained by the navigation mesh
  57289. */
  57290. getClosestPoint(position: Vector3): Vector3;
  57291. /**
  57292. * Get a navigation mesh constrained position, within a particular radius
  57293. * @param position world position
  57294. * @param maxRadius the maximum distance to the constrained world position
  57295. * @returns the closest point to position constrained by the navigation mesh
  57296. */
  57297. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57298. /**
  57299. * Compute the final position from a segment made of destination-position
  57300. * @param position world position
  57301. * @param destination world position
  57302. * @returns the resulting point along the navmesh
  57303. */
  57304. moveAlong(position: Vector3, destination: Vector3): Vector3;
  57305. /**
  57306. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57307. * @param start world position
  57308. * @param end world position
  57309. * @returns array containing world position composing the path
  57310. */
  57311. computePath(start: Vector3, end: Vector3): Vector3[];
  57312. /**
  57313. * If this plugin is supported
  57314. * @returns true if plugin is supported
  57315. */
  57316. isSupported(): boolean;
  57317. /**
  57318. * Create a new Crowd so you can add agents
  57319. * @param maxAgents the maximum agent count in the crowd
  57320. * @param maxAgentRadius the maximum radius an agent can have
  57321. * @param scene to attach the crowd to
  57322. * @returns the crowd you can add agents to
  57323. */
  57324. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57325. /**
  57326. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  57327. * The queries will try to find a solution within those bounds
  57328. * default is (1,1,1)
  57329. * @param extent x,y,z value that define the extent around the queries point of reference
  57330. */
  57331. setDefaultQueryExtent(extent: Vector3): void;
  57332. /**
  57333. * Get the Bounding box extent specified by setDefaultQueryExtent
  57334. * @returns the box extent values
  57335. */
  57336. getDefaultQueryExtent(): Vector3;
  57337. /**
  57338. * Release all resources
  57339. */
  57340. dispose(): void;
  57341. }
  57342. /**
  57343. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57344. */
  57345. export interface ICrowd {
  57346. /**
  57347. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57348. * You can attach anything to that node. The node position is updated in the scene update tick.
  57349. * @param pos world position that will be constrained by the navigation mesh
  57350. * @param parameters agent parameters
  57351. * @param transform hooked to the agent that will be update by the scene
  57352. * @returns agent index
  57353. */
  57354. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57355. /**
  57356. * Returns the agent position in world space
  57357. * @param index agent index returned by addAgent
  57358. * @returns world space position
  57359. */
  57360. getAgentPosition(index: number): Vector3;
  57361. /**
  57362. * Gets the agent velocity in world space
  57363. * @param index agent index returned by addAgent
  57364. * @returns world space velocity
  57365. */
  57366. getAgentVelocity(index: number): Vector3;
  57367. /**
  57368. * remove a particular agent previously created
  57369. * @param index agent index returned by addAgent
  57370. */
  57371. removeAgent(index: number): void;
  57372. /**
  57373. * get the list of all agents attached to this crowd
  57374. * @returns list of agent indices
  57375. */
  57376. getAgents(): number[];
  57377. /**
  57378. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57379. * @param deltaTime in seconds
  57380. */
  57381. update(deltaTime: number): void;
  57382. /**
  57383. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57384. * @param index agent index returned by addAgent
  57385. * @param destination targeted world position
  57386. */
  57387. agentGoto(index: number, destination: Vector3): void;
  57388. /**
  57389. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  57390. * The queries will try to find a solution within those bounds
  57391. * default is (1,1,1)
  57392. * @param extent x,y,z value that define the extent around the queries point of reference
  57393. */
  57394. setDefaultQueryExtent(extent: Vector3): void;
  57395. /**
  57396. * Get the Bounding box extent specified by setDefaultQueryExtent
  57397. * @returns the box extent values
  57398. */
  57399. getDefaultQueryExtent(): Vector3;
  57400. /**
  57401. * Release all resources
  57402. */
  57403. dispose(): void;
  57404. }
  57405. /**
  57406. * Configures an agent
  57407. */
  57408. export interface IAgentParameters {
  57409. /**
  57410. * Agent radius. [Limit: >= 0]
  57411. */
  57412. radius: number;
  57413. /**
  57414. * Agent height. [Limit: > 0]
  57415. */
  57416. height: number;
  57417. /**
  57418. * Maximum allowed acceleration. [Limit: >= 0]
  57419. */
  57420. maxAcceleration: number;
  57421. /**
  57422. * Maximum allowed speed. [Limit: >= 0]
  57423. */
  57424. maxSpeed: number;
  57425. /**
  57426. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57427. */
  57428. collisionQueryRange: number;
  57429. /**
  57430. * The path visibility optimization range. [Limit: > 0]
  57431. */
  57432. pathOptimizationRange: number;
  57433. /**
  57434. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57435. */
  57436. separationWeight: number;
  57437. }
  57438. /**
  57439. * Configures the navigation mesh creation
  57440. */
  57441. export interface INavMeshParameters {
  57442. /**
  57443. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57444. */
  57445. cs: number;
  57446. /**
  57447. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57448. */
  57449. ch: number;
  57450. /**
  57451. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57452. */
  57453. walkableSlopeAngle: number;
  57454. /**
  57455. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57456. * be considered walkable. [Limit: >= 3] [Units: vx]
  57457. */
  57458. walkableHeight: number;
  57459. /**
  57460. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57461. */
  57462. walkableClimb: number;
  57463. /**
  57464. * The distance to erode/shrink the walkable area of the heightfield away from
  57465. * obstructions. [Limit: >=0] [Units: vx]
  57466. */
  57467. walkableRadius: number;
  57468. /**
  57469. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57470. */
  57471. maxEdgeLen: number;
  57472. /**
  57473. * The maximum distance a simplfied contour's border edges should deviate
  57474. * the original raw contour. [Limit: >=0] [Units: vx]
  57475. */
  57476. maxSimplificationError: number;
  57477. /**
  57478. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57479. */
  57480. minRegionArea: number;
  57481. /**
  57482. * Any regions with a span count smaller than this value will, if possible,
  57483. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57484. */
  57485. mergeRegionArea: number;
  57486. /**
  57487. * The maximum number of vertices allowed for polygons generated during the
  57488. * contour to polygon conversion process. [Limit: >= 3]
  57489. */
  57490. maxVertsPerPoly: number;
  57491. /**
  57492. * Sets the sampling distance to use when generating the detail mesh.
  57493. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57494. */
  57495. detailSampleDist: number;
  57496. /**
  57497. * The maximum distance the detail mesh surface should deviate from heightfield
  57498. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57499. */
  57500. detailSampleMaxError: number;
  57501. }
  57502. }
  57503. declare module BABYLON {
  57504. /**
  57505. * RecastJS navigation plugin
  57506. */
  57507. export class RecastJSPlugin implements INavigationEnginePlugin {
  57508. /**
  57509. * Reference to the Recast library
  57510. */
  57511. bjsRECAST: any;
  57512. /**
  57513. * plugin name
  57514. */
  57515. name: string;
  57516. /**
  57517. * the first navmesh created. We might extend this to support multiple navmeshes
  57518. */
  57519. navMesh: any;
  57520. /**
  57521. * Initializes the recastJS plugin
  57522. * @param recastInjection can be used to inject your own recast reference
  57523. */
  57524. constructor(recastInjection?: any);
  57525. /**
  57526. * Creates a navigation mesh
  57527. * @param meshes array of all the geometry used to compute the navigatio mesh
  57528. * @param parameters bunch of parameters used to filter geometry
  57529. */
  57530. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57531. /**
  57532. * Create a navigation mesh debug mesh
  57533. * @param scene is where the mesh will be added
  57534. * @returns debug display mesh
  57535. */
  57536. createDebugNavMesh(scene: Scene): Mesh;
  57537. /**
  57538. * Get a navigation mesh constrained position, closest to the parameter position
  57539. * @param position world position
  57540. * @returns the closest point to position constrained by the navigation mesh
  57541. */
  57542. getClosestPoint(position: Vector3): Vector3;
  57543. /**
  57544. * Get a navigation mesh constrained position, within a particular radius
  57545. * @param position world position
  57546. * @param maxRadius the maximum distance to the constrained world position
  57547. * @returns the closest point to position constrained by the navigation mesh
  57548. */
  57549. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57550. /**
  57551. * Compute the final position from a segment made of destination-position
  57552. * @param position world position
  57553. * @param destination world position
  57554. * @returns the resulting point along the navmesh
  57555. */
  57556. moveAlong(position: Vector3, destination: Vector3): Vector3;
  57557. /**
  57558. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57559. * @param start world position
  57560. * @param end world position
  57561. * @returns array containing world position composing the path
  57562. */
  57563. computePath(start: Vector3, end: Vector3): Vector3[];
  57564. /**
  57565. * Create a new Crowd so you can add agents
  57566. * @param maxAgents the maximum agent count in the crowd
  57567. * @param maxAgentRadius the maximum radius an agent can have
  57568. * @param scene to attach the crowd to
  57569. * @returns the crowd you can add agents to
  57570. */
  57571. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57572. /**
  57573. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  57574. * The queries will try to find a solution within those bounds
  57575. * default is (1,1,1)
  57576. * @param extent x,y,z value that define the extent around the queries point of reference
  57577. */
  57578. setDefaultQueryExtent(extent: Vector3): void;
  57579. /**
  57580. * Get the Bounding box extent specified by setDefaultQueryExtent
  57581. * @returns the box extent values
  57582. */
  57583. getDefaultQueryExtent(): Vector3;
  57584. /**
  57585. * Disposes
  57586. */
  57587. dispose(): void;
  57588. /**
  57589. * If this plugin is supported
  57590. * @returns true if plugin is supported
  57591. */
  57592. isSupported(): boolean;
  57593. }
  57594. /**
  57595. * Recast detour crowd implementation
  57596. */
  57597. export class RecastJSCrowd implements ICrowd {
  57598. /**
  57599. * Recast/detour plugin
  57600. */
  57601. bjsRECASTPlugin: RecastJSPlugin;
  57602. /**
  57603. * Link to the detour crowd
  57604. */
  57605. recastCrowd: any;
  57606. /**
  57607. * One transform per agent
  57608. */
  57609. transforms: TransformNode[];
  57610. /**
  57611. * All agents created
  57612. */
  57613. agents: number[];
  57614. /**
  57615. * Link to the scene is kept to unregister the crowd from the scene
  57616. */
  57617. private _scene;
  57618. /**
  57619. * Observer for crowd updates
  57620. */
  57621. private _onBeforeAnimationsObserver;
  57622. /**
  57623. * Constructor
  57624. * @param plugin recastJS plugin
  57625. * @param maxAgents the maximum agent count in the crowd
  57626. * @param maxAgentRadius the maximum radius an agent can have
  57627. * @param scene to attach the crowd to
  57628. * @returns the crowd you can add agents to
  57629. */
  57630. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57631. /**
  57632. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57633. * You can attach anything to that node. The node position is updated in the scene update tick.
  57634. * @param pos world position that will be constrained by the navigation mesh
  57635. * @param parameters agent parameters
  57636. * @param transform hooked to the agent that will be update by the scene
  57637. * @returns agent index
  57638. */
  57639. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57640. /**
  57641. * Returns the agent position in world space
  57642. * @param index agent index returned by addAgent
  57643. * @returns world space position
  57644. */
  57645. getAgentPosition(index: number): Vector3;
  57646. /**
  57647. * Returns the agent velocity in world space
  57648. * @param index agent index returned by addAgent
  57649. * @returns world space velocity
  57650. */
  57651. getAgentVelocity(index: number): Vector3;
  57652. /**
  57653. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57654. * @param index agent index returned by addAgent
  57655. * @param destination targeted world position
  57656. */
  57657. agentGoto(index: number, destination: Vector3): void;
  57658. /**
  57659. * remove a particular agent previously created
  57660. * @param index agent index returned by addAgent
  57661. */
  57662. removeAgent(index: number): void;
  57663. /**
  57664. * get the list of all agents attached to this crowd
  57665. * @returns list of agent indices
  57666. */
  57667. getAgents(): number[];
  57668. /**
  57669. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57670. * @param deltaTime in seconds
  57671. */
  57672. update(deltaTime: number): void;
  57673. /**
  57674. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  57675. * The queries will try to find a solution within those bounds
  57676. * default is (1,1,1)
  57677. * @param extent x,y,z value that define the extent around the queries point of reference
  57678. */
  57679. setDefaultQueryExtent(extent: Vector3): void;
  57680. /**
  57681. * Get the Bounding box extent specified by setDefaultQueryExtent
  57682. * @returns the box extent values
  57683. */
  57684. getDefaultQueryExtent(): Vector3;
  57685. /**
  57686. * Release all resources
  57687. */
  57688. dispose(): void;
  57689. }
  57690. }
  57691. declare module BABYLON {
  57692. /**
  57693. * Class used to enable access to IndexedDB
  57694. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57695. */
  57696. export class Database implements IOfflineProvider {
  57697. private _callbackManifestChecked;
  57698. private _currentSceneUrl;
  57699. private _db;
  57700. private _enableSceneOffline;
  57701. private _enableTexturesOffline;
  57702. private _manifestVersionFound;
  57703. private _mustUpdateRessources;
  57704. private _hasReachedQuota;
  57705. private _isSupported;
  57706. private _idbFactory;
  57707. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57708. private static IsUASupportingBlobStorage;
  57709. /**
  57710. * Gets a boolean indicating if Database storate is enabled (off by default)
  57711. */
  57712. static IDBStorageEnabled: boolean;
  57713. /**
  57714. * Gets a boolean indicating if scene must be saved in the database
  57715. */
  57716. readonly enableSceneOffline: boolean;
  57717. /**
  57718. * Gets a boolean indicating if textures must be saved in the database
  57719. */
  57720. readonly enableTexturesOffline: boolean;
  57721. /**
  57722. * Creates a new Database
  57723. * @param urlToScene defines the url to load the scene
  57724. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57725. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57726. */
  57727. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57728. private static _ParseURL;
  57729. private static _ReturnFullUrlLocation;
  57730. private _checkManifestFile;
  57731. /**
  57732. * Open the database and make it available
  57733. * @param successCallback defines the callback to call on success
  57734. * @param errorCallback defines the callback to call on error
  57735. */
  57736. open(successCallback: () => void, errorCallback: () => void): void;
  57737. /**
  57738. * Loads an image from the database
  57739. * @param url defines the url to load from
  57740. * @param image defines the target DOM image
  57741. */
  57742. loadImage(url: string, image: HTMLImageElement): void;
  57743. private _loadImageFromDBAsync;
  57744. private _saveImageIntoDBAsync;
  57745. private _checkVersionFromDB;
  57746. private _loadVersionFromDBAsync;
  57747. private _saveVersionIntoDBAsync;
  57748. /**
  57749. * Loads a file from database
  57750. * @param url defines the URL to load from
  57751. * @param sceneLoaded defines a callback to call on success
  57752. * @param progressCallBack defines a callback to call when progress changed
  57753. * @param errorCallback defines a callback to call on error
  57754. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57755. */
  57756. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57757. private _loadFileAsync;
  57758. private _saveFileAsync;
  57759. /**
  57760. * Validates if xhr data is correct
  57761. * @param xhr defines the request to validate
  57762. * @param dataType defines the expected data type
  57763. * @returns true if data is correct
  57764. */
  57765. private static _ValidateXHRData;
  57766. }
  57767. }
  57768. declare module BABYLON {
  57769. /** @hidden */
  57770. export var gpuUpdateParticlesPixelShader: {
  57771. name: string;
  57772. shader: string;
  57773. };
  57774. }
  57775. declare module BABYLON {
  57776. /** @hidden */
  57777. export var gpuUpdateParticlesVertexShader: {
  57778. name: string;
  57779. shader: string;
  57780. };
  57781. }
  57782. declare module BABYLON {
  57783. /** @hidden */
  57784. export var clipPlaneFragmentDeclaration2: {
  57785. name: string;
  57786. shader: string;
  57787. };
  57788. }
  57789. declare module BABYLON {
  57790. /** @hidden */
  57791. export var gpuRenderParticlesPixelShader: {
  57792. name: string;
  57793. shader: string;
  57794. };
  57795. }
  57796. declare module BABYLON {
  57797. /** @hidden */
  57798. export var clipPlaneVertexDeclaration2: {
  57799. name: string;
  57800. shader: string;
  57801. };
  57802. }
  57803. declare module BABYLON {
  57804. /** @hidden */
  57805. export var gpuRenderParticlesVertexShader: {
  57806. name: string;
  57807. shader: string;
  57808. };
  57809. }
  57810. declare module BABYLON {
  57811. /**
  57812. * This represents a GPU particle system in Babylon
  57813. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57814. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57815. */
  57816. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57817. /**
  57818. * The layer mask we are rendering the particles through.
  57819. */
  57820. layerMask: number;
  57821. private _capacity;
  57822. private _activeCount;
  57823. private _currentActiveCount;
  57824. private _accumulatedCount;
  57825. private _renderEffect;
  57826. private _updateEffect;
  57827. private _buffer0;
  57828. private _buffer1;
  57829. private _spriteBuffer;
  57830. private _updateVAO;
  57831. private _renderVAO;
  57832. private _targetIndex;
  57833. private _sourceBuffer;
  57834. private _targetBuffer;
  57835. private _engine;
  57836. private _currentRenderId;
  57837. private _started;
  57838. private _stopped;
  57839. private _timeDelta;
  57840. private _randomTexture;
  57841. private _randomTexture2;
  57842. private _attributesStrideSize;
  57843. private _updateEffectOptions;
  57844. private _randomTextureSize;
  57845. private _actualFrame;
  57846. private readonly _rawTextureWidth;
  57847. /**
  57848. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57849. */
  57850. static readonly IsSupported: boolean;
  57851. /**
  57852. * An event triggered when the system is disposed.
  57853. */
  57854. onDisposeObservable: Observable<GPUParticleSystem>;
  57855. /**
  57856. * Gets the maximum number of particles active at the same time.
  57857. * @returns The max number of active particles.
  57858. */
  57859. getCapacity(): number;
  57860. /**
  57861. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57862. * to override the particles.
  57863. */
  57864. forceDepthWrite: boolean;
  57865. /**
  57866. * Gets or set the number of active particles
  57867. */
  57868. activeParticleCount: number;
  57869. private _preWarmDone;
  57870. /**
  57871. * Is this system ready to be used/rendered
  57872. * @return true if the system is ready
  57873. */
  57874. isReady(): boolean;
  57875. /**
  57876. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57877. * @returns True if it has been started, otherwise false.
  57878. */
  57879. isStarted(): boolean;
  57880. /**
  57881. * Starts the particle system and begins to emit
  57882. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57883. */
  57884. start(delay?: number): void;
  57885. /**
  57886. * Stops the particle system.
  57887. */
  57888. stop(): void;
  57889. /**
  57890. * Remove all active particles
  57891. */
  57892. reset(): void;
  57893. /**
  57894. * Returns the string "GPUParticleSystem"
  57895. * @returns a string containing the class name
  57896. */
  57897. getClassName(): string;
  57898. private _colorGradientsTexture;
  57899. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57900. /**
  57901. * Adds a new color gradient
  57902. * @param gradient defines the gradient to use (between 0 and 1)
  57903. * @param color1 defines the color to affect to the specified gradient
  57904. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57905. * @returns the current particle system
  57906. */
  57907. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57908. /**
  57909. * Remove a specific color gradient
  57910. * @param gradient defines the gradient to remove
  57911. * @returns the current particle system
  57912. */
  57913. removeColorGradient(gradient: number): GPUParticleSystem;
  57914. private _angularSpeedGradientsTexture;
  57915. private _sizeGradientsTexture;
  57916. private _velocityGradientsTexture;
  57917. private _limitVelocityGradientsTexture;
  57918. private _dragGradientsTexture;
  57919. private _addFactorGradient;
  57920. /**
  57921. * Adds a new size gradient
  57922. * @param gradient defines the gradient to use (between 0 and 1)
  57923. * @param factor defines the size factor to affect to the specified gradient
  57924. * @returns the current particle system
  57925. */
  57926. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57927. /**
  57928. * Remove a specific size gradient
  57929. * @param gradient defines the gradient to remove
  57930. * @returns the current particle system
  57931. */
  57932. removeSizeGradient(gradient: number): GPUParticleSystem;
  57933. /**
  57934. * Adds a new angular speed gradient
  57935. * @param gradient defines the gradient to use (between 0 and 1)
  57936. * @param factor defines the angular speed to affect to the specified gradient
  57937. * @returns the current particle system
  57938. */
  57939. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57940. /**
  57941. * Remove a specific angular speed gradient
  57942. * @param gradient defines the gradient to remove
  57943. * @returns the current particle system
  57944. */
  57945. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57946. /**
  57947. * Adds a new velocity gradient
  57948. * @param gradient defines the gradient to use (between 0 and 1)
  57949. * @param factor defines the velocity to affect to the specified gradient
  57950. * @returns the current particle system
  57951. */
  57952. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57953. /**
  57954. * Remove a specific velocity gradient
  57955. * @param gradient defines the gradient to remove
  57956. * @returns the current particle system
  57957. */
  57958. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57959. /**
  57960. * Adds a new limit velocity gradient
  57961. * @param gradient defines the gradient to use (between 0 and 1)
  57962. * @param factor defines the limit velocity value to affect to the specified gradient
  57963. * @returns the current particle system
  57964. */
  57965. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57966. /**
  57967. * Remove a specific limit velocity gradient
  57968. * @param gradient defines the gradient to remove
  57969. * @returns the current particle system
  57970. */
  57971. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57972. /**
  57973. * Adds a new drag gradient
  57974. * @param gradient defines the gradient to use (between 0 and 1)
  57975. * @param factor defines the drag value to affect to the specified gradient
  57976. * @returns the current particle system
  57977. */
  57978. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  57979. /**
  57980. * Remove a specific drag gradient
  57981. * @param gradient defines the gradient to remove
  57982. * @returns the current particle system
  57983. */
  57984. removeDragGradient(gradient: number): GPUParticleSystem;
  57985. /**
  57986. * Not supported by GPUParticleSystem
  57987. * @param gradient defines the gradient to use (between 0 and 1)
  57988. * @param factor defines the emit rate value to affect to the specified gradient
  57989. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57990. * @returns the current particle system
  57991. */
  57992. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57993. /**
  57994. * Not supported by GPUParticleSystem
  57995. * @param gradient defines the gradient to remove
  57996. * @returns the current particle system
  57997. */
  57998. removeEmitRateGradient(gradient: number): IParticleSystem;
  57999. /**
  58000. * Not supported by GPUParticleSystem
  58001. * @param gradient defines the gradient to use (between 0 and 1)
  58002. * @param factor defines the start size value to affect to the specified gradient
  58003. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58004. * @returns the current particle system
  58005. */
  58006. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58007. /**
  58008. * Not supported by GPUParticleSystem
  58009. * @param gradient defines the gradient to remove
  58010. * @returns the current particle system
  58011. */
  58012. removeStartSizeGradient(gradient: number): IParticleSystem;
  58013. /**
  58014. * Not supported by GPUParticleSystem
  58015. * @param gradient defines the gradient to use (between 0 and 1)
  58016. * @param min defines the color remap minimal range
  58017. * @param max defines the color remap maximal range
  58018. * @returns the current particle system
  58019. */
  58020. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58021. /**
  58022. * Not supported by GPUParticleSystem
  58023. * @param gradient defines the gradient to remove
  58024. * @returns the current particle system
  58025. */
  58026. removeColorRemapGradient(): IParticleSystem;
  58027. /**
  58028. * Not supported by GPUParticleSystem
  58029. * @param gradient defines the gradient to use (between 0 and 1)
  58030. * @param min defines the alpha remap minimal range
  58031. * @param max defines the alpha remap maximal range
  58032. * @returns the current particle system
  58033. */
  58034. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58035. /**
  58036. * Not supported by GPUParticleSystem
  58037. * @param gradient defines the gradient to remove
  58038. * @returns the current particle system
  58039. */
  58040. removeAlphaRemapGradient(): IParticleSystem;
  58041. /**
  58042. * Not supported by GPUParticleSystem
  58043. * @param gradient defines the gradient to use (between 0 and 1)
  58044. * @param color defines the color to affect to the specified gradient
  58045. * @returns the current particle system
  58046. */
  58047. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58048. /**
  58049. * Not supported by GPUParticleSystem
  58050. * @param gradient defines the gradient to remove
  58051. * @returns the current particle system
  58052. */
  58053. removeRampGradient(): IParticleSystem;
  58054. /**
  58055. * Not supported by GPUParticleSystem
  58056. * @returns the list of ramp gradients
  58057. */
  58058. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58059. /**
  58060. * Not supported by GPUParticleSystem
  58061. * Gets or sets a boolean indicating that ramp gradients must be used
  58062. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58063. */
  58064. useRampGradients: boolean;
  58065. /**
  58066. * Not supported by GPUParticleSystem
  58067. * @param gradient defines the gradient to use (between 0 and 1)
  58068. * @param factor defines the life time factor to affect to the specified gradient
  58069. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58070. * @returns the current particle system
  58071. */
  58072. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58073. /**
  58074. * Not supported by GPUParticleSystem
  58075. * @param gradient defines the gradient to remove
  58076. * @returns the current particle system
  58077. */
  58078. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58079. /**
  58080. * Instantiates a GPU particle system.
  58081. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  58082. * @param name The name of the particle system
  58083. * @param options The options used to create the system
  58084. * @param scene The scene the particle system belongs to
  58085. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58086. */
  58087. constructor(name: string, options: Partial<{
  58088. capacity: number;
  58089. randomTextureSize: number;
  58090. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58091. protected _reset(): void;
  58092. private _createUpdateVAO;
  58093. private _createRenderVAO;
  58094. private _initialize;
  58095. /** @hidden */
  58096. _recreateUpdateEffect(): void;
  58097. /** @hidden */
  58098. _recreateRenderEffect(): void;
  58099. /**
  58100. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58101. * @param preWarm defines if we are in the pre-warmimg phase
  58102. */
  58103. animate(preWarm?: boolean): void;
  58104. private _createFactorGradientTexture;
  58105. private _createSizeGradientTexture;
  58106. private _createAngularSpeedGradientTexture;
  58107. private _createVelocityGradientTexture;
  58108. private _createLimitVelocityGradientTexture;
  58109. private _createDragGradientTexture;
  58110. private _createColorGradientTexture;
  58111. /**
  58112. * Renders the particle system in its current state
  58113. * @param preWarm defines if the system should only update the particles but not render them
  58114. * @returns the current number of particles
  58115. */
  58116. render(preWarm?: boolean): number;
  58117. /**
  58118. * Rebuilds the particle system
  58119. */
  58120. rebuild(): void;
  58121. private _releaseBuffers;
  58122. private _releaseVAOs;
  58123. /**
  58124. * Disposes the particle system and free the associated resources
  58125. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58126. */
  58127. dispose(disposeTexture?: boolean): void;
  58128. /**
  58129. * Clones the particle system.
  58130. * @param name The name of the cloned object
  58131. * @param newEmitter The new emitter to use
  58132. * @returns the cloned particle system
  58133. */
  58134. clone(name: string, newEmitter: any): GPUParticleSystem;
  58135. /**
  58136. * Serializes the particle system to a JSON object.
  58137. * @returns the JSON object
  58138. */
  58139. serialize(): any;
  58140. /**
  58141. * Parses a JSON object to create a GPU particle system.
  58142. * @param parsedParticleSystem The JSON object to parse
  58143. * @param scene The scene to create the particle system in
  58144. * @param rootUrl The root url to use to load external dependencies like texture
  58145. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58146. * @returns the parsed GPU particle system
  58147. */
  58148. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58149. }
  58150. }
  58151. declare module BABYLON {
  58152. /**
  58153. * Represents a set of particle systems working together to create a specific effect
  58154. */
  58155. export class ParticleSystemSet implements IDisposable {
  58156. private _emitterCreationOptions;
  58157. private _emitterNode;
  58158. /**
  58159. * Gets the particle system list
  58160. */
  58161. systems: IParticleSystem[];
  58162. /**
  58163. * Gets the emitter node used with this set
  58164. */
  58165. readonly emitterNode: Nullable<TransformNode>;
  58166. /**
  58167. * Creates a new emitter mesh as a sphere
  58168. * @param options defines the options used to create the sphere
  58169. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58170. * @param scene defines the hosting scene
  58171. */
  58172. setEmitterAsSphere(options: {
  58173. diameter: number;
  58174. segments: number;
  58175. color: Color3;
  58176. }, renderingGroupId: number, scene: Scene): void;
  58177. /**
  58178. * Starts all particle systems of the set
  58179. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58180. */
  58181. start(emitter?: AbstractMesh): void;
  58182. /**
  58183. * Release all associated resources
  58184. */
  58185. dispose(): void;
  58186. /**
  58187. * Serialize the set into a JSON compatible object
  58188. * @returns a JSON compatible representation of the set
  58189. */
  58190. serialize(): any;
  58191. /**
  58192. * Parse a new ParticleSystemSet from a serialized source
  58193. * @param data defines a JSON compatible representation of the set
  58194. * @param scene defines the hosting scene
  58195. * @param gpu defines if we want GPU particles or CPU particles
  58196. * @returns a new ParticleSystemSet
  58197. */
  58198. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58199. }
  58200. }
  58201. declare module BABYLON {
  58202. /**
  58203. * This class is made for on one-liner static method to help creating particle system set.
  58204. */
  58205. export class ParticleHelper {
  58206. /**
  58207. * Gets or sets base Assets URL
  58208. */
  58209. static BaseAssetsUrl: string;
  58210. /**
  58211. * Create a default particle system that you can tweak
  58212. * @param emitter defines the emitter to use
  58213. * @param capacity defines the system capacity (default is 500 particles)
  58214. * @param scene defines the hosting scene
  58215. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58216. * @returns the new Particle system
  58217. */
  58218. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58219. /**
  58220. * This is the main static method (one-liner) of this helper to create different particle systems
  58221. * @param type This string represents the type to the particle system to create
  58222. * @param scene The scene where the particle system should live
  58223. * @param gpu If the system will use gpu
  58224. * @returns the ParticleSystemSet created
  58225. */
  58226. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58227. /**
  58228. * Static function used to export a particle system to a ParticleSystemSet variable.
  58229. * Please note that the emitter shape is not exported
  58230. * @param systems defines the particle systems to export
  58231. * @returns the created particle system set
  58232. */
  58233. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58234. }
  58235. }
  58236. declare module BABYLON {
  58237. interface Engine {
  58238. /**
  58239. * Create an effect to use with particle systems.
  58240. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58241. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58242. * @param uniformsNames defines a list of attribute names
  58243. * @param samplers defines an array of string used to represent textures
  58244. * @param defines defines the string containing the defines to use to compile the shaders
  58245. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58246. * @param onCompiled defines a function to call when the effect creation is successful
  58247. * @param onError defines a function to call when the effect creation has failed
  58248. * @returns the new Effect
  58249. */
  58250. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58251. }
  58252. interface Mesh {
  58253. /**
  58254. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58255. * @returns an array of IParticleSystem
  58256. */
  58257. getEmittedParticleSystems(): IParticleSystem[];
  58258. /**
  58259. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58260. * @returns an array of IParticleSystem
  58261. */
  58262. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58263. }
  58264. /**
  58265. * @hidden
  58266. */
  58267. export var _IDoNeedToBeInTheBuild: number;
  58268. }
  58269. declare module BABYLON {
  58270. /** Defines the 4 color options */
  58271. export enum PointColor {
  58272. /** color value */
  58273. Color = 2,
  58274. /** uv value */
  58275. UV = 1,
  58276. /** random value */
  58277. Random = 0,
  58278. /** stated value */
  58279. Stated = 3
  58280. }
  58281. /**
  58282. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  58283. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  58284. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  58285. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  58286. *
  58287. * Full documentation here : TO BE ENTERED
  58288. */
  58289. export class PointsCloudSystem implements IDisposable {
  58290. /**
  58291. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  58292. * Example : var p = SPS.particles[i];
  58293. */
  58294. particles: CloudPoint[];
  58295. /**
  58296. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  58297. */
  58298. nbParticles: number;
  58299. /**
  58300. * This a counter for your own usage. It's not set by any SPS functions.
  58301. */
  58302. counter: number;
  58303. /**
  58304. * The PCS name. This name is also given to the underlying mesh.
  58305. */
  58306. name: string;
  58307. /**
  58308. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  58309. */
  58310. mesh: Mesh;
  58311. /**
  58312. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  58313. * Please read :
  58314. */
  58315. vars: any;
  58316. /**
  58317. * @hidden
  58318. */
  58319. _size: number;
  58320. private _scene;
  58321. private _promises;
  58322. private _positions;
  58323. private _indices;
  58324. private _normals;
  58325. private _colors;
  58326. private _uvs;
  58327. private _indices32;
  58328. private _positions32;
  58329. private _colors32;
  58330. private _uvs32;
  58331. private _updatable;
  58332. private _isVisibilityBoxLocked;
  58333. private _alwaysVisible;
  58334. private _groups;
  58335. private _groupCounter;
  58336. private _computeParticleColor;
  58337. private _computeParticleTexture;
  58338. private _computeParticleRotation;
  58339. private _computeBoundingBox;
  58340. private _isReady;
  58341. /**
  58342. * Creates a PCS (Points Cloud System) object
  58343. * @param name (String) is the PCS name, this will be the underlying mesh name
  58344. * @param pointSize (number) is the size for each point
  58345. * @param scene (Scene) is the scene in which the PCS is added
  58346. * @param options defines the options of the PCS e.g.
  58347. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  58348. */
  58349. constructor(name: string, pointSize: number, scene: Scene, options?: {
  58350. updatable?: boolean;
  58351. });
  58352. /**
  58353. * Builds the PCS underlying mesh. Returns a standard Mesh.
  58354. * If no points were added to the PCS, the returned mesh is just a single point.
  58355. * @returns a promise for the created mesh
  58356. */
  58357. buildMeshAsync(): Promise<Mesh>;
  58358. /**
  58359. * @hidden
  58360. */
  58361. private _buildMesh;
  58362. private _addParticle;
  58363. private _randomUnitVector;
  58364. private _getColorIndicesForCoord;
  58365. private _setPointsColorOrUV;
  58366. private _colorFromTexture;
  58367. private _calculateDensity;
  58368. /**
  58369. * Adds points to the PCS in random positions within a unit sphere
  58370. * @param nb (positive integer) the number of particles to be created from this model
  58371. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  58372. * @returns the number of groups in the system
  58373. */
  58374. addPoints(nb: number, pointFunction?: any): number;
  58375. /**
  58376. * Adds points to the PCS from the surface of the model shape
  58377. * @param mesh is any Mesh object that will be used as a surface model for the points
  58378. * @param nb (positive integer) the number of particles to be created from this model
  58379. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  58380. * @param color (color3) to be used when colorWith is stated
  58381. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  58382. * @returns the number of groups in the system
  58383. */
  58384. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  58385. /**
  58386. * Adds points to the PCS inside the model shape
  58387. * @param mesh is any Mesh object that will be used as a surface model for the points
  58388. * @param nb (positive integer) the number of particles to be created from this model
  58389. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  58390. * @param color (color4) to be used when colorWith is stated
  58391. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  58392. * @returns the number of groups in the system
  58393. */
  58394. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  58395. /**
  58396. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  58397. * This method calls `updateParticle()` for each particle of the SPS.
  58398. * For an animated SPS, it is usually called within the render loop.
  58399. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  58400. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  58401. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  58402. * @returns the PCS.
  58403. */
  58404. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  58405. /**
  58406. * Disposes the PCS.
  58407. */
  58408. dispose(): void;
  58409. /**
  58410. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  58411. * doc :
  58412. * @returns the PCS.
  58413. */
  58414. refreshVisibleSize(): PointsCloudSystem;
  58415. /**
  58416. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  58417. * @param size the size (float) of the visibility box
  58418. * note : this doesn't lock the PCS mesh bounding box.
  58419. * doc :
  58420. */
  58421. setVisibilityBox(size: number): void;
  58422. /**
  58423. * Gets whether the PCS is always visible or not
  58424. * doc :
  58425. */
  58426. /**
  58427. * Sets the PCS as always visible or not
  58428. * doc :
  58429. */
  58430. isAlwaysVisible: boolean;
  58431. /**
  58432. * Tells to `setParticles()` to compute the particle rotations or not
  58433. * Default value : false. The PCS is faster when it's set to false
  58434. * Note : particle rotations are only applied to parent particles
  58435. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  58436. */
  58437. computeParticleRotation: boolean;
  58438. /**
  58439. * Tells to `setParticles()` to compute the particle colors or not.
  58440. * Default value : true. The PCS is faster when it's set to false.
  58441. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  58442. */
  58443. /**
  58444. * Gets if `setParticles()` computes the particle colors or not.
  58445. * Default value : false. The PCS is faster when it's set to false.
  58446. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  58447. */
  58448. computeParticleColor: boolean;
  58449. /**
  58450. * Gets if `setParticles()` computes the particle textures or not.
  58451. * Default value : false. The PCS is faster when it's set to false.
  58452. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  58453. */
  58454. computeParticleTexture: boolean;
  58455. /**
  58456. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  58457. */
  58458. /**
  58459. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  58460. */
  58461. computeBoundingBox: boolean;
  58462. /**
  58463. * This function does nothing. It may be overwritten to set all the particle first values.
  58464. * The PCS doesn't call this function, you may have to call it by your own.
  58465. * doc :
  58466. */
  58467. initParticles(): void;
  58468. /**
  58469. * This function does nothing. It may be overwritten to recycle a particle
  58470. * The PCS doesn't call this function, you can to call it
  58471. * doc :
  58472. * @param particle The particle to recycle
  58473. * @returns the recycled particle
  58474. */
  58475. recycleParticle(particle: CloudPoint): CloudPoint;
  58476. /**
  58477. * Updates a particle : this function should be overwritten by the user.
  58478. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  58479. * doc :
  58480. * @example : just set a particle position or velocity and recycle conditions
  58481. * @param particle The particle to update
  58482. * @returns the updated particle
  58483. */
  58484. updateParticle(particle: CloudPoint): CloudPoint;
  58485. /**
  58486. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  58487. * This does nothing and may be overwritten by the user.
  58488. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  58489. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  58490. * @param update the boolean update value actually passed to setParticles()
  58491. */
  58492. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  58493. /**
  58494. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  58495. * This will be passed three parameters.
  58496. * This does nothing and may be overwritten by the user.
  58497. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  58498. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  58499. * @param update the boolean update value actually passed to setParticles()
  58500. */
  58501. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  58502. }
  58503. }
  58504. declare module BABYLON {
  58505. /**
  58506. * Represents one particle of a points cloud system.
  58507. */
  58508. export class CloudPoint {
  58509. /**
  58510. * particle global index
  58511. */
  58512. idx: number;
  58513. /**
  58514. * The color of the particle
  58515. */
  58516. color: Nullable<Color4>;
  58517. /**
  58518. * The world space position of the particle.
  58519. */
  58520. position: Vector3;
  58521. /**
  58522. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  58523. */
  58524. rotation: Vector3;
  58525. /**
  58526. * The world space rotation quaternion of the particle.
  58527. */
  58528. rotationQuaternion: Nullable<Quaternion>;
  58529. /**
  58530. * The uv of the particle.
  58531. */
  58532. uv: Nullable<Vector2>;
  58533. /**
  58534. * The current speed of the particle.
  58535. */
  58536. velocity: Vector3;
  58537. /**
  58538. * The pivot point in the particle local space.
  58539. */
  58540. pivot: Vector3;
  58541. /**
  58542. * Must the particle be translated from its pivot point in its local space ?
  58543. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  58544. * Default : false
  58545. */
  58546. translateFromPivot: boolean;
  58547. /**
  58548. * Index of this particle in the global "positions" array (Internal use)
  58549. * @hidden
  58550. */
  58551. _pos: number;
  58552. /**
  58553. * @hidden Index of this particle in the global "indices" array (Internal use)
  58554. */
  58555. _ind: number;
  58556. /**
  58557. * Group this particle belongs to
  58558. */
  58559. _group: PointsGroup;
  58560. /**
  58561. * Group id of this particle
  58562. */
  58563. groupId: number;
  58564. /**
  58565. * Index of the particle in its group id (Internal use)
  58566. */
  58567. idxInGroup: number;
  58568. /**
  58569. * @hidden Particle BoundingInfo object (Internal use)
  58570. */
  58571. _boundingInfo: BoundingInfo;
  58572. /**
  58573. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  58574. */
  58575. _pcs: PointsCloudSystem;
  58576. /**
  58577. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  58578. */
  58579. _stillInvisible: boolean;
  58580. /**
  58581. * @hidden Last computed particle rotation matrix
  58582. */
  58583. _rotationMatrix: number[];
  58584. /**
  58585. * Parent particle Id, if any.
  58586. * Default null.
  58587. */
  58588. parentId: Nullable<number>;
  58589. /**
  58590. * @hidden Internal global position in the PCS.
  58591. */
  58592. _globalPosition: Vector3;
  58593. /**
  58594. * Creates a Point Cloud object.
  58595. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  58596. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  58597. * @param group (PointsGroup) is the group the particle belongs to
  58598. * @param groupId (integer) is the group identifier in the PCS.
  58599. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  58600. * @param pcs defines the PCS it is associated to
  58601. */
  58602. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  58603. /**
  58604. * get point size
  58605. */
  58606. /**
  58607. * Set point size
  58608. */
  58609. size: Vector3;
  58610. /**
  58611. * Legacy support, changed quaternion to rotationQuaternion
  58612. */
  58613. /**
  58614. * Legacy support, changed quaternion to rotationQuaternion
  58615. */
  58616. quaternion: Nullable<Quaternion>;
  58617. /**
  58618. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  58619. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  58620. * @param target is the object (point or mesh) what the intersection is computed against.
  58621. * @returns true if it intersects
  58622. */
  58623. intersectsMesh(target: Mesh | CloudPoint): boolean;
  58624. /**
  58625. * get the rotation matrix of the particle
  58626. * @hidden
  58627. */
  58628. getRotationMatrix(m: Matrix): void;
  58629. }
  58630. /**
  58631. * Represents a group of points in a points cloud system
  58632. * * PCS internal tool, don't use it manually.
  58633. */
  58634. export class PointsGroup {
  58635. /**
  58636. * The group id
  58637. * @hidden
  58638. */
  58639. groupID: number;
  58640. /**
  58641. * image data for group (internal use)
  58642. * @hidden
  58643. */
  58644. _groupImageData: Nullable<ArrayBufferView>;
  58645. /**
  58646. * Image Width (internal use)
  58647. * @hidden
  58648. */
  58649. _groupImgWidth: number;
  58650. /**
  58651. * Image Height (internal use)
  58652. * @hidden
  58653. */
  58654. _groupImgHeight: number;
  58655. /**
  58656. * Custom position function (internal use)
  58657. * @hidden
  58658. */
  58659. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  58660. /**
  58661. * density per facet for surface points
  58662. * @hidden
  58663. */
  58664. _groupDensity: number[];
  58665. /**
  58666. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  58667. * PCS internal tool, don't use it manually.
  58668. * @hidden
  58669. */
  58670. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  58671. }
  58672. }
  58673. declare module BABYLON {
  58674. interface Scene {
  58675. /** @hidden (Backing field) */
  58676. _physicsEngine: Nullable<IPhysicsEngine>;
  58677. /**
  58678. * Gets the current physics engine
  58679. * @returns a IPhysicsEngine or null if none attached
  58680. */
  58681. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58682. /**
  58683. * Enables physics to the current scene
  58684. * @param gravity defines the scene's gravity for the physics engine
  58685. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58686. * @return a boolean indicating if the physics engine was initialized
  58687. */
  58688. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58689. /**
  58690. * Disables and disposes the physics engine associated with the scene
  58691. */
  58692. disablePhysicsEngine(): void;
  58693. /**
  58694. * Gets a boolean indicating if there is an active physics engine
  58695. * @returns a boolean indicating if there is an active physics engine
  58696. */
  58697. isPhysicsEnabled(): boolean;
  58698. /**
  58699. * Deletes a physics compound impostor
  58700. * @param compound defines the compound to delete
  58701. */
  58702. deleteCompoundImpostor(compound: any): void;
  58703. /**
  58704. * An event triggered when physic simulation is about to be run
  58705. */
  58706. onBeforePhysicsObservable: Observable<Scene>;
  58707. /**
  58708. * An event triggered when physic simulation has been done
  58709. */
  58710. onAfterPhysicsObservable: Observable<Scene>;
  58711. }
  58712. interface AbstractMesh {
  58713. /** @hidden */
  58714. _physicsImpostor: Nullable<PhysicsImpostor>;
  58715. /**
  58716. * Gets or sets impostor used for physic simulation
  58717. * @see http://doc.babylonjs.com/features/physics_engine
  58718. */
  58719. physicsImpostor: Nullable<PhysicsImpostor>;
  58720. /**
  58721. * Gets the current physics impostor
  58722. * @see http://doc.babylonjs.com/features/physics_engine
  58723. * @returns a physics impostor or null
  58724. */
  58725. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58726. /** Apply a physic impulse to the mesh
  58727. * @param force defines the force to apply
  58728. * @param contactPoint defines where to apply the force
  58729. * @returns the current mesh
  58730. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58731. */
  58732. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58733. /**
  58734. * Creates a physic joint between two meshes
  58735. * @param otherMesh defines the other mesh to use
  58736. * @param pivot1 defines the pivot to use on this mesh
  58737. * @param pivot2 defines the pivot to use on the other mesh
  58738. * @param options defines additional options (can be plugin dependent)
  58739. * @returns the current mesh
  58740. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58741. */
  58742. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58743. /** @hidden */
  58744. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58745. }
  58746. /**
  58747. * Defines the physics engine scene component responsible to manage a physics engine
  58748. */
  58749. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58750. /**
  58751. * The component name helpful to identify the component in the list of scene components.
  58752. */
  58753. readonly name: string;
  58754. /**
  58755. * The scene the component belongs to.
  58756. */
  58757. scene: Scene;
  58758. /**
  58759. * Creates a new instance of the component for the given scene
  58760. * @param scene Defines the scene to register the component in
  58761. */
  58762. constructor(scene: Scene);
  58763. /**
  58764. * Registers the component in a given scene
  58765. */
  58766. register(): void;
  58767. /**
  58768. * Rebuilds the elements related to this component in case of
  58769. * context lost for instance.
  58770. */
  58771. rebuild(): void;
  58772. /**
  58773. * Disposes the component and the associated ressources
  58774. */
  58775. dispose(): void;
  58776. }
  58777. }
  58778. declare module BABYLON {
  58779. /**
  58780. * A helper for physics simulations
  58781. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58782. */
  58783. export class PhysicsHelper {
  58784. private _scene;
  58785. private _physicsEngine;
  58786. /**
  58787. * Initializes the Physics helper
  58788. * @param scene Babylon.js scene
  58789. */
  58790. constructor(scene: Scene);
  58791. /**
  58792. * Applies a radial explosion impulse
  58793. * @param origin the origin of the explosion
  58794. * @param radiusOrEventOptions the radius or the options of radial explosion
  58795. * @param strength the explosion strength
  58796. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58797. * @returns A physics radial explosion event, or null
  58798. */
  58799. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58800. /**
  58801. * Applies a radial explosion force
  58802. * @param origin the origin of the explosion
  58803. * @param radiusOrEventOptions the radius or the options of radial explosion
  58804. * @param strength the explosion strength
  58805. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58806. * @returns A physics radial explosion event, or null
  58807. */
  58808. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58809. /**
  58810. * Creates a gravitational field
  58811. * @param origin the origin of the explosion
  58812. * @param radiusOrEventOptions the radius or the options of radial explosion
  58813. * @param strength the explosion strength
  58814. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58815. * @returns A physics gravitational field event, or null
  58816. */
  58817. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58818. /**
  58819. * Creates a physics updraft event
  58820. * @param origin the origin of the updraft
  58821. * @param radiusOrEventOptions the radius or the options of the updraft
  58822. * @param strength the strength of the updraft
  58823. * @param height the height of the updraft
  58824. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58825. * @returns A physics updraft event, or null
  58826. */
  58827. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58828. /**
  58829. * Creates a physics vortex event
  58830. * @param origin the of the vortex
  58831. * @param radiusOrEventOptions the radius or the options of the vortex
  58832. * @param strength the strength of the vortex
  58833. * @param height the height of the vortex
  58834. * @returns a Physics vortex event, or null
  58835. * A physics vortex event or null
  58836. */
  58837. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58838. }
  58839. /**
  58840. * Represents a physics radial explosion event
  58841. */
  58842. class PhysicsRadialExplosionEvent {
  58843. private _scene;
  58844. private _options;
  58845. private _sphere;
  58846. private _dataFetched;
  58847. /**
  58848. * Initializes a radial explosioin event
  58849. * @param _scene BabylonJS scene
  58850. * @param _options The options for the vortex event
  58851. */
  58852. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58853. /**
  58854. * Returns the data related to the radial explosion event (sphere).
  58855. * @returns The radial explosion event data
  58856. */
  58857. getData(): PhysicsRadialExplosionEventData;
  58858. /**
  58859. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58860. * @param impostor A physics imposter
  58861. * @param origin the origin of the explosion
  58862. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58863. */
  58864. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58865. /**
  58866. * Triggers affecterd impostors callbacks
  58867. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58868. */
  58869. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58870. /**
  58871. * Disposes the sphere.
  58872. * @param force Specifies if the sphere should be disposed by force
  58873. */
  58874. dispose(force?: boolean): void;
  58875. /*** Helpers ***/
  58876. private _prepareSphere;
  58877. private _intersectsWithSphere;
  58878. }
  58879. /**
  58880. * Represents a gravitational field event
  58881. */
  58882. class PhysicsGravitationalFieldEvent {
  58883. private _physicsHelper;
  58884. private _scene;
  58885. private _origin;
  58886. private _options;
  58887. private _tickCallback;
  58888. private _sphere;
  58889. private _dataFetched;
  58890. /**
  58891. * Initializes the physics gravitational field event
  58892. * @param _physicsHelper A physics helper
  58893. * @param _scene BabylonJS scene
  58894. * @param _origin The origin position of the gravitational field event
  58895. * @param _options The options for the vortex event
  58896. */
  58897. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58898. /**
  58899. * Returns the data related to the gravitational field event (sphere).
  58900. * @returns A gravitational field event
  58901. */
  58902. getData(): PhysicsGravitationalFieldEventData;
  58903. /**
  58904. * Enables the gravitational field.
  58905. */
  58906. enable(): void;
  58907. /**
  58908. * Disables the gravitational field.
  58909. */
  58910. disable(): void;
  58911. /**
  58912. * Disposes the sphere.
  58913. * @param force The force to dispose from the gravitational field event
  58914. */
  58915. dispose(force?: boolean): void;
  58916. private _tick;
  58917. }
  58918. /**
  58919. * Represents a physics updraft event
  58920. */
  58921. class PhysicsUpdraftEvent {
  58922. private _scene;
  58923. private _origin;
  58924. private _options;
  58925. private _physicsEngine;
  58926. private _originTop;
  58927. private _originDirection;
  58928. private _tickCallback;
  58929. private _cylinder;
  58930. private _cylinderPosition;
  58931. private _dataFetched;
  58932. /**
  58933. * Initializes the physics updraft event
  58934. * @param _scene BabylonJS scene
  58935. * @param _origin The origin position of the updraft
  58936. * @param _options The options for the updraft event
  58937. */
  58938. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58939. /**
  58940. * Returns the data related to the updraft event (cylinder).
  58941. * @returns A physics updraft event
  58942. */
  58943. getData(): PhysicsUpdraftEventData;
  58944. /**
  58945. * Enables the updraft.
  58946. */
  58947. enable(): void;
  58948. /**
  58949. * Disables the updraft.
  58950. */
  58951. disable(): void;
  58952. /**
  58953. * Disposes the cylinder.
  58954. * @param force Specifies if the updraft should be disposed by force
  58955. */
  58956. dispose(force?: boolean): void;
  58957. private getImpostorHitData;
  58958. private _tick;
  58959. /*** Helpers ***/
  58960. private _prepareCylinder;
  58961. private _intersectsWithCylinder;
  58962. }
  58963. /**
  58964. * Represents a physics vortex event
  58965. */
  58966. class PhysicsVortexEvent {
  58967. private _scene;
  58968. private _origin;
  58969. private _options;
  58970. private _physicsEngine;
  58971. private _originTop;
  58972. private _tickCallback;
  58973. private _cylinder;
  58974. private _cylinderPosition;
  58975. private _dataFetched;
  58976. /**
  58977. * Initializes the physics vortex event
  58978. * @param _scene The BabylonJS scene
  58979. * @param _origin The origin position of the vortex
  58980. * @param _options The options for the vortex event
  58981. */
  58982. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58983. /**
  58984. * Returns the data related to the vortex event (cylinder).
  58985. * @returns The physics vortex event data
  58986. */
  58987. getData(): PhysicsVortexEventData;
  58988. /**
  58989. * Enables the vortex.
  58990. */
  58991. enable(): void;
  58992. /**
  58993. * Disables the cortex.
  58994. */
  58995. disable(): void;
  58996. /**
  58997. * Disposes the sphere.
  58998. * @param force
  58999. */
  59000. dispose(force?: boolean): void;
  59001. private getImpostorHitData;
  59002. private _tick;
  59003. /*** Helpers ***/
  59004. private _prepareCylinder;
  59005. private _intersectsWithCylinder;
  59006. }
  59007. /**
  59008. * Options fot the radial explosion event
  59009. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59010. */
  59011. export class PhysicsRadialExplosionEventOptions {
  59012. /**
  59013. * The radius of the sphere for the radial explosion.
  59014. */
  59015. radius: number;
  59016. /**
  59017. * The strenth of the explosion.
  59018. */
  59019. strength: number;
  59020. /**
  59021. * The strenght of the force in correspondence to the distance of the affected object
  59022. */
  59023. falloff: PhysicsRadialImpulseFalloff;
  59024. /**
  59025. * Sphere options for the radial explosion.
  59026. */
  59027. sphere: {
  59028. segments: number;
  59029. diameter: number;
  59030. };
  59031. /**
  59032. * Sphere options for the radial explosion.
  59033. */
  59034. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59035. }
  59036. /**
  59037. * Options fot the updraft event
  59038. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59039. */
  59040. export class PhysicsUpdraftEventOptions {
  59041. /**
  59042. * The radius of the cylinder for the vortex
  59043. */
  59044. radius: number;
  59045. /**
  59046. * The strenth of the updraft.
  59047. */
  59048. strength: number;
  59049. /**
  59050. * The height of the cylinder for the updraft.
  59051. */
  59052. height: number;
  59053. /**
  59054. * The mode for the the updraft.
  59055. */
  59056. updraftMode: PhysicsUpdraftMode;
  59057. }
  59058. /**
  59059. * Options fot the vortex event
  59060. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59061. */
  59062. export class PhysicsVortexEventOptions {
  59063. /**
  59064. * The radius of the cylinder for the vortex
  59065. */
  59066. radius: number;
  59067. /**
  59068. * The strenth of the vortex.
  59069. */
  59070. strength: number;
  59071. /**
  59072. * The height of the cylinder for the vortex.
  59073. */
  59074. height: number;
  59075. /**
  59076. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59077. */
  59078. centripetalForceThreshold: number;
  59079. /**
  59080. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59081. */
  59082. centripetalForceMultiplier: number;
  59083. /**
  59084. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59085. */
  59086. centrifugalForceMultiplier: number;
  59087. /**
  59088. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59089. */
  59090. updraftForceMultiplier: number;
  59091. }
  59092. /**
  59093. * The strenght of the force in correspondence to the distance of the affected object
  59094. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59095. */
  59096. export enum PhysicsRadialImpulseFalloff {
  59097. /** Defines that impulse is constant in strength across it's whole radius */
  59098. Constant = 0,
  59099. /** Defines that impulse gets weaker if it's further from the origin */
  59100. Linear = 1
  59101. }
  59102. /**
  59103. * The strength of the force in correspondence to the distance of the affected object
  59104. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59105. */
  59106. export enum PhysicsUpdraftMode {
  59107. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59108. Center = 0,
  59109. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59110. Perpendicular = 1
  59111. }
  59112. /**
  59113. * Interface for a physics hit data
  59114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59115. */
  59116. export interface PhysicsHitData {
  59117. /**
  59118. * The force applied at the contact point
  59119. */
  59120. force: Vector3;
  59121. /**
  59122. * The contact point
  59123. */
  59124. contactPoint: Vector3;
  59125. /**
  59126. * The distance from the origin to the contact point
  59127. */
  59128. distanceFromOrigin: number;
  59129. }
  59130. /**
  59131. * Interface for radial explosion event data
  59132. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59133. */
  59134. export interface PhysicsRadialExplosionEventData {
  59135. /**
  59136. * A sphere used for the radial explosion event
  59137. */
  59138. sphere: Mesh;
  59139. }
  59140. /**
  59141. * Interface for gravitational field event data
  59142. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59143. */
  59144. export interface PhysicsGravitationalFieldEventData {
  59145. /**
  59146. * A sphere mesh used for the gravitational field event
  59147. */
  59148. sphere: Mesh;
  59149. }
  59150. /**
  59151. * Interface for updraft event data
  59152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59153. */
  59154. export interface PhysicsUpdraftEventData {
  59155. /**
  59156. * A cylinder used for the updraft event
  59157. */
  59158. cylinder: Mesh;
  59159. }
  59160. /**
  59161. * Interface for vortex event data
  59162. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59163. */
  59164. export interface PhysicsVortexEventData {
  59165. /**
  59166. * A cylinder used for the vortex event
  59167. */
  59168. cylinder: Mesh;
  59169. }
  59170. /**
  59171. * Interface for an affected physics impostor
  59172. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59173. */
  59174. export interface PhysicsAffectedImpostorWithData {
  59175. /**
  59176. * The impostor affected by the effect
  59177. */
  59178. impostor: PhysicsImpostor;
  59179. /**
  59180. * The data about the hit/horce from the explosion
  59181. */
  59182. hitData: PhysicsHitData;
  59183. }
  59184. }
  59185. declare module BABYLON {
  59186. /** @hidden */
  59187. export var blackAndWhitePixelShader: {
  59188. name: string;
  59189. shader: string;
  59190. };
  59191. }
  59192. declare module BABYLON {
  59193. /**
  59194. * Post process used to render in black and white
  59195. */
  59196. export class BlackAndWhitePostProcess extends PostProcess {
  59197. /**
  59198. * Linear about to convert he result to black and white (default: 1)
  59199. */
  59200. degree: number;
  59201. /**
  59202. * Creates a black and white post process
  59203. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59204. * @param name The name of the effect.
  59205. * @param options The required width/height ratio to downsize to before computing the render pass.
  59206. * @param camera The camera to apply the render pass to.
  59207. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59208. * @param engine The engine which the post process will be applied. (default: current engine)
  59209. * @param reusable If the post process can be reused on the same frame. (default: false)
  59210. */
  59211. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59212. }
  59213. }
  59214. declare module BABYLON {
  59215. /**
  59216. * This represents a set of one or more post processes in Babylon.
  59217. * A post process can be used to apply a shader to a texture after it is rendered.
  59218. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59219. */
  59220. export class PostProcessRenderEffect {
  59221. private _postProcesses;
  59222. private _getPostProcesses;
  59223. private _singleInstance;
  59224. private _cameras;
  59225. private _indicesForCamera;
  59226. /**
  59227. * Name of the effect
  59228. * @hidden
  59229. */
  59230. _name: string;
  59231. /**
  59232. * Instantiates a post process render effect.
  59233. * A post process can be used to apply a shader to a texture after it is rendered.
  59234. * @param engine The engine the effect is tied to
  59235. * @param name The name of the effect
  59236. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59237. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59238. */
  59239. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59240. /**
  59241. * Checks if all the post processes in the effect are supported.
  59242. */
  59243. readonly isSupported: boolean;
  59244. /**
  59245. * Updates the current state of the effect
  59246. * @hidden
  59247. */
  59248. _update(): void;
  59249. /**
  59250. * Attaches the effect on cameras
  59251. * @param cameras The camera to attach to.
  59252. * @hidden
  59253. */
  59254. _attachCameras(cameras: Camera): void;
  59255. /**
  59256. * Attaches the effect on cameras
  59257. * @param cameras The camera to attach to.
  59258. * @hidden
  59259. */
  59260. _attachCameras(cameras: Camera[]): void;
  59261. /**
  59262. * Detaches the effect on cameras
  59263. * @param cameras The camera to detatch from.
  59264. * @hidden
  59265. */
  59266. _detachCameras(cameras: Camera): void;
  59267. /**
  59268. * Detatches the effect on cameras
  59269. * @param cameras The camera to detatch from.
  59270. * @hidden
  59271. */
  59272. _detachCameras(cameras: Camera[]): void;
  59273. /**
  59274. * Enables the effect on given cameras
  59275. * @param cameras The camera to enable.
  59276. * @hidden
  59277. */
  59278. _enable(cameras: Camera): void;
  59279. /**
  59280. * Enables the effect on given cameras
  59281. * @param cameras The camera to enable.
  59282. * @hidden
  59283. */
  59284. _enable(cameras: Nullable<Camera[]>): void;
  59285. /**
  59286. * Disables the effect on the given cameras
  59287. * @param cameras The camera to disable.
  59288. * @hidden
  59289. */
  59290. _disable(cameras: Camera): void;
  59291. /**
  59292. * Disables the effect on the given cameras
  59293. * @param cameras The camera to disable.
  59294. * @hidden
  59295. */
  59296. _disable(cameras: Nullable<Camera[]>): void;
  59297. /**
  59298. * Gets a list of the post processes contained in the effect.
  59299. * @param camera The camera to get the post processes on.
  59300. * @returns The list of the post processes in the effect.
  59301. */
  59302. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59303. }
  59304. }
  59305. declare module BABYLON {
  59306. /** @hidden */
  59307. export var extractHighlightsPixelShader: {
  59308. name: string;
  59309. shader: string;
  59310. };
  59311. }
  59312. declare module BABYLON {
  59313. /**
  59314. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  59315. */
  59316. export class ExtractHighlightsPostProcess extends PostProcess {
  59317. /**
  59318. * The luminance threshold, pixels below this value will be set to black.
  59319. */
  59320. threshold: number;
  59321. /** @hidden */
  59322. _exposure: number;
  59323. /**
  59324. * Post process which has the input texture to be used when performing highlight extraction
  59325. * @hidden
  59326. */
  59327. _inputPostProcess: Nullable<PostProcess>;
  59328. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59329. }
  59330. }
  59331. declare module BABYLON {
  59332. /** @hidden */
  59333. export var bloomMergePixelShader: {
  59334. name: string;
  59335. shader: string;
  59336. };
  59337. }
  59338. declare module BABYLON {
  59339. /**
  59340. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59341. */
  59342. export class BloomMergePostProcess extends PostProcess {
  59343. /** Weight of the bloom to be added to the original input. */
  59344. weight: number;
  59345. /**
  59346. * Creates a new instance of @see BloomMergePostProcess
  59347. * @param name The name of the effect.
  59348. * @param originalFromInput Post process which's input will be used for the merge.
  59349. * @param blurred Blurred highlights post process which's output will be used.
  59350. * @param weight Weight of the bloom to be added to the original input.
  59351. * @param options The required width/height ratio to downsize to before computing the render pass.
  59352. * @param camera The camera to apply the render pass to.
  59353. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59354. * @param engine The engine which the post process will be applied. (default: current engine)
  59355. * @param reusable If the post process can be reused on the same frame. (default: false)
  59356. * @param textureType Type of textures used when performing the post process. (default: 0)
  59357. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59358. */
  59359. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59360. /** Weight of the bloom to be added to the original input. */
  59361. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59362. }
  59363. }
  59364. declare module BABYLON {
  59365. /**
  59366. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59367. */
  59368. export class BloomEffect extends PostProcessRenderEffect {
  59369. private bloomScale;
  59370. /**
  59371. * @hidden Internal
  59372. */
  59373. _effects: Array<PostProcess>;
  59374. /**
  59375. * @hidden Internal
  59376. */
  59377. _downscale: ExtractHighlightsPostProcess;
  59378. private _blurX;
  59379. private _blurY;
  59380. private _merge;
  59381. /**
  59382. * The luminance threshold to find bright areas of the image to bloom.
  59383. */
  59384. threshold: number;
  59385. /**
  59386. * The strength of the bloom.
  59387. */
  59388. weight: number;
  59389. /**
  59390. * Specifies the size of the bloom blur kernel, relative to the final output size
  59391. */
  59392. kernel: number;
  59393. /**
  59394. * Creates a new instance of @see BloomEffect
  59395. * @param scene The scene the effect belongs to.
  59396. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59397. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59398. * @param bloomWeight The the strength of bloom.
  59399. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59400. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59401. */
  59402. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59403. /**
  59404. * Disposes each of the internal effects for a given camera.
  59405. * @param camera The camera to dispose the effect on.
  59406. */
  59407. disposeEffects(camera: Camera): void;
  59408. /**
  59409. * @hidden Internal
  59410. */
  59411. _updateEffects(): void;
  59412. /**
  59413. * Internal
  59414. * @returns if all the contained post processes are ready.
  59415. * @hidden
  59416. */
  59417. _isReady(): boolean;
  59418. }
  59419. }
  59420. declare module BABYLON {
  59421. /** @hidden */
  59422. export var chromaticAberrationPixelShader: {
  59423. name: string;
  59424. shader: string;
  59425. };
  59426. }
  59427. declare module BABYLON {
  59428. /**
  59429. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59430. */
  59431. export class ChromaticAberrationPostProcess extends PostProcess {
  59432. /**
  59433. * The amount of seperation of rgb channels (default: 30)
  59434. */
  59435. aberrationAmount: number;
  59436. /**
  59437. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59438. */
  59439. radialIntensity: number;
  59440. /**
  59441. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  59442. */
  59443. direction: Vector2;
  59444. /**
  59445. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  59446. */
  59447. centerPosition: Vector2;
  59448. /**
  59449. * Creates a new instance ChromaticAberrationPostProcess
  59450. * @param name The name of the effect.
  59451. * @param screenWidth The width of the screen to apply the effect on.
  59452. * @param screenHeight The height of the screen to apply the effect on.
  59453. * @param options The required width/height ratio to downsize to before computing the render pass.
  59454. * @param camera The camera to apply the render pass to.
  59455. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59456. * @param engine The engine which the post process will be applied. (default: current engine)
  59457. * @param reusable If the post process can be reused on the same frame. (default: false)
  59458. * @param textureType Type of textures used when performing the post process. (default: 0)
  59459. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59460. */
  59461. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59462. }
  59463. }
  59464. declare module BABYLON {
  59465. /** @hidden */
  59466. export var circleOfConfusionPixelShader: {
  59467. name: string;
  59468. shader: string;
  59469. };
  59470. }
  59471. declare module BABYLON {
  59472. /**
  59473. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59474. */
  59475. export class CircleOfConfusionPostProcess extends PostProcess {
  59476. /**
  59477. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59478. */
  59479. lensSize: number;
  59480. /**
  59481. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59482. */
  59483. fStop: number;
  59484. /**
  59485. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59486. */
  59487. focusDistance: number;
  59488. /**
  59489. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59490. */
  59491. focalLength: number;
  59492. private _depthTexture;
  59493. /**
  59494. * Creates a new instance CircleOfConfusionPostProcess
  59495. * @param name The name of the effect.
  59496. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  59497. * @param options The required width/height ratio to downsize to before computing the render pass.
  59498. * @param camera The camera to apply the render pass to.
  59499. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59500. * @param engine The engine which the post process will be applied. (default: current engine)
  59501. * @param reusable If the post process can be reused on the same frame. (default: false)
  59502. * @param textureType Type of textures used when performing the post process. (default: 0)
  59503. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59504. */
  59505. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59506. /**
  59507. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59508. */
  59509. depthTexture: RenderTargetTexture;
  59510. }
  59511. }
  59512. declare module BABYLON {
  59513. /** @hidden */
  59514. export var colorCorrectionPixelShader: {
  59515. name: string;
  59516. shader: string;
  59517. };
  59518. }
  59519. declare module BABYLON {
  59520. /**
  59521. *
  59522. * This post-process allows the modification of rendered colors by using
  59523. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59524. *
  59525. * The object needs to be provided an url to a texture containing the color
  59526. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59527. * Use an image editing software to tweak the LUT to match your needs.
  59528. *
  59529. * For an example of a color LUT, see here:
  59530. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59531. * For explanations on color grading, see here:
  59532. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59533. *
  59534. */
  59535. export class ColorCorrectionPostProcess extends PostProcess {
  59536. private _colorTableTexture;
  59537. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59538. }
  59539. }
  59540. declare module BABYLON {
  59541. /** @hidden */
  59542. export var convolutionPixelShader: {
  59543. name: string;
  59544. shader: string;
  59545. };
  59546. }
  59547. declare module BABYLON {
  59548. /**
  59549. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59550. * input texture to perform effects such as edge detection or sharpening
  59551. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59552. */
  59553. export class ConvolutionPostProcess extends PostProcess {
  59554. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59555. kernel: number[];
  59556. /**
  59557. * Creates a new instance ConvolutionPostProcess
  59558. * @param name The name of the effect.
  59559. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59560. * @param options The required width/height ratio to downsize to before computing the render pass.
  59561. * @param camera The camera to apply the render pass to.
  59562. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59563. * @param engine The engine which the post process will be applied. (default: current engine)
  59564. * @param reusable If the post process can be reused on the same frame. (default: false)
  59565. * @param textureType Type of textures used when performing the post process. (default: 0)
  59566. */
  59567. constructor(name: string,
  59568. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59569. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59570. /**
  59571. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59572. */
  59573. static EdgeDetect0Kernel: number[];
  59574. /**
  59575. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59576. */
  59577. static EdgeDetect1Kernel: number[];
  59578. /**
  59579. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59580. */
  59581. static EdgeDetect2Kernel: number[];
  59582. /**
  59583. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59584. */
  59585. static SharpenKernel: number[];
  59586. /**
  59587. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59588. */
  59589. static EmbossKernel: number[];
  59590. /**
  59591. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59592. */
  59593. static GaussianKernel: number[];
  59594. }
  59595. }
  59596. declare module BABYLON {
  59597. /**
  59598. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59599. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59600. * based on samples that have a large difference in distance than the center pixel.
  59601. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59602. */
  59603. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59604. direction: Vector2;
  59605. /**
  59606. * Creates a new instance CircleOfConfusionPostProcess
  59607. * @param name The name of the effect.
  59608. * @param scene The scene the effect belongs to.
  59609. * @param direction The direction the blur should be applied.
  59610. * @param kernel The size of the kernel used to blur.
  59611. * @param options The required width/height ratio to downsize to before computing the render pass.
  59612. * @param camera The camera to apply the render pass to.
  59613. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59614. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59615. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59616. * @param engine The engine which the post process will be applied. (default: current engine)
  59617. * @param reusable If the post process can be reused on the same frame. (default: false)
  59618. * @param textureType Type of textures used when performing the post process. (default: 0)
  59619. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59620. */
  59621. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59622. }
  59623. }
  59624. declare module BABYLON {
  59625. /** @hidden */
  59626. export var depthOfFieldMergePixelShader: {
  59627. name: string;
  59628. shader: string;
  59629. };
  59630. }
  59631. declare module BABYLON {
  59632. /**
  59633. * Options to be set when merging outputs from the default pipeline.
  59634. */
  59635. export class DepthOfFieldMergePostProcessOptions {
  59636. /**
  59637. * The original image to merge on top of
  59638. */
  59639. originalFromInput: PostProcess;
  59640. /**
  59641. * Parameters to perform the merge of the depth of field effect
  59642. */
  59643. depthOfField?: {
  59644. circleOfConfusion: PostProcess;
  59645. blurSteps: Array<PostProcess>;
  59646. };
  59647. /**
  59648. * Parameters to perform the merge of bloom effect
  59649. */
  59650. bloom?: {
  59651. blurred: PostProcess;
  59652. weight: number;
  59653. };
  59654. }
  59655. /**
  59656. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59657. */
  59658. export class DepthOfFieldMergePostProcess extends PostProcess {
  59659. private blurSteps;
  59660. /**
  59661. * Creates a new instance of DepthOfFieldMergePostProcess
  59662. * @param name The name of the effect.
  59663. * @param originalFromInput Post process which's input will be used for the merge.
  59664. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59665. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59666. * @param options The required width/height ratio to downsize to before computing the render pass.
  59667. * @param camera The camera to apply the render pass to.
  59668. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59669. * @param engine The engine which the post process will be applied. (default: current engine)
  59670. * @param reusable If the post process can be reused on the same frame. (default: false)
  59671. * @param textureType Type of textures used when performing the post process. (default: 0)
  59672. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59673. */
  59674. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59675. /**
  59676. * Updates the effect with the current post process compile time values and recompiles the shader.
  59677. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59678. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59679. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59680. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  59681. * @param onCompiled Called when the shader has been compiled.
  59682. * @param onError Called if there is an error when compiling a shader.
  59683. */
  59684. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59685. }
  59686. }
  59687. declare module BABYLON {
  59688. /**
  59689. * Specifies the level of max blur that should be applied when using the depth of field effect
  59690. */
  59691. export enum DepthOfFieldEffectBlurLevel {
  59692. /**
  59693. * Subtle blur
  59694. */
  59695. Low = 0,
  59696. /**
  59697. * Medium blur
  59698. */
  59699. Medium = 1,
  59700. /**
  59701. * Large blur
  59702. */
  59703. High = 2
  59704. }
  59705. /**
  59706. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59707. */
  59708. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59709. private _circleOfConfusion;
  59710. /**
  59711. * @hidden Internal, blurs from high to low
  59712. */
  59713. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59714. private _depthOfFieldBlurY;
  59715. private _dofMerge;
  59716. /**
  59717. * @hidden Internal post processes in depth of field effect
  59718. */
  59719. _effects: Array<PostProcess>;
  59720. /**
  59721. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59722. */
  59723. focalLength: number;
  59724. /**
  59725. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59726. */
  59727. fStop: number;
  59728. /**
  59729. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59730. */
  59731. focusDistance: number;
  59732. /**
  59733. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59734. */
  59735. lensSize: number;
  59736. /**
  59737. * Creates a new instance DepthOfFieldEffect
  59738. * @param scene The scene the effect belongs to.
  59739. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  59740. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59741. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59742. */
  59743. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59744. /**
  59745. * Get the current class name of the current effet
  59746. * @returns "DepthOfFieldEffect"
  59747. */
  59748. getClassName(): string;
  59749. /**
  59750. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59751. */
  59752. depthTexture: RenderTargetTexture;
  59753. /**
  59754. * Disposes each of the internal effects for a given camera.
  59755. * @param camera The camera to dispose the effect on.
  59756. */
  59757. disposeEffects(camera: Camera): void;
  59758. /**
  59759. * @hidden Internal
  59760. */
  59761. _updateEffects(): void;
  59762. /**
  59763. * Internal
  59764. * @returns if all the contained post processes are ready.
  59765. * @hidden
  59766. */
  59767. _isReady(): boolean;
  59768. }
  59769. }
  59770. declare module BABYLON {
  59771. /** @hidden */
  59772. export var displayPassPixelShader: {
  59773. name: string;
  59774. shader: string;
  59775. };
  59776. }
  59777. declare module BABYLON {
  59778. /**
  59779. * DisplayPassPostProcess which produces an output the same as it's input
  59780. */
  59781. export class DisplayPassPostProcess extends PostProcess {
  59782. /**
  59783. * Creates the DisplayPassPostProcess
  59784. * @param name The name of the effect.
  59785. * @param options The required width/height ratio to downsize to before computing the render pass.
  59786. * @param camera The camera to apply the render pass to.
  59787. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59788. * @param engine The engine which the post process will be applied. (default: current engine)
  59789. * @param reusable If the post process can be reused on the same frame. (default: false)
  59790. */
  59791. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59792. }
  59793. }
  59794. declare module BABYLON {
  59795. /** @hidden */
  59796. export var filterPixelShader: {
  59797. name: string;
  59798. shader: string;
  59799. };
  59800. }
  59801. declare module BABYLON {
  59802. /**
  59803. * Applies a kernel filter to the image
  59804. */
  59805. export class FilterPostProcess extends PostProcess {
  59806. /** The matrix to be applied to the image */
  59807. kernelMatrix: Matrix;
  59808. /**
  59809. *
  59810. * @param name The name of the effect.
  59811. * @param kernelMatrix The matrix to be applied to the image
  59812. * @param options The required width/height ratio to downsize to before computing the render pass.
  59813. * @param camera The camera to apply the render pass to.
  59814. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59815. * @param engine The engine which the post process will be applied. (default: current engine)
  59816. * @param reusable If the post process can be reused on the same frame. (default: false)
  59817. */
  59818. constructor(name: string,
  59819. /** The matrix to be applied to the image */
  59820. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59821. }
  59822. }
  59823. declare module BABYLON {
  59824. /** @hidden */
  59825. export var fxaaPixelShader: {
  59826. name: string;
  59827. shader: string;
  59828. };
  59829. }
  59830. declare module BABYLON {
  59831. /** @hidden */
  59832. export var fxaaVertexShader: {
  59833. name: string;
  59834. shader: string;
  59835. };
  59836. }
  59837. declare module BABYLON {
  59838. /**
  59839. * Fxaa post process
  59840. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59841. */
  59842. export class FxaaPostProcess extends PostProcess {
  59843. /** @hidden */
  59844. texelWidth: number;
  59845. /** @hidden */
  59846. texelHeight: number;
  59847. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59848. private _getDefines;
  59849. }
  59850. }
  59851. declare module BABYLON {
  59852. /** @hidden */
  59853. export var grainPixelShader: {
  59854. name: string;
  59855. shader: string;
  59856. };
  59857. }
  59858. declare module BABYLON {
  59859. /**
  59860. * The GrainPostProcess adds noise to the image at mid luminance levels
  59861. */
  59862. export class GrainPostProcess extends PostProcess {
  59863. /**
  59864. * The intensity of the grain added (default: 30)
  59865. */
  59866. intensity: number;
  59867. /**
  59868. * If the grain should be randomized on every frame
  59869. */
  59870. animated: boolean;
  59871. /**
  59872. * Creates a new instance of @see GrainPostProcess
  59873. * @param name The name of the effect.
  59874. * @param options The required width/height ratio to downsize to before computing the render pass.
  59875. * @param camera The camera to apply the render pass to.
  59876. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59877. * @param engine The engine which the post process will be applied. (default: current engine)
  59878. * @param reusable If the post process can be reused on the same frame. (default: false)
  59879. * @param textureType Type of textures used when performing the post process. (default: 0)
  59880. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59881. */
  59882. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59883. }
  59884. }
  59885. declare module BABYLON {
  59886. /** @hidden */
  59887. export var highlightsPixelShader: {
  59888. name: string;
  59889. shader: string;
  59890. };
  59891. }
  59892. declare module BABYLON {
  59893. /**
  59894. * Extracts highlights from the image
  59895. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59896. */
  59897. export class HighlightsPostProcess extends PostProcess {
  59898. /**
  59899. * Extracts highlights from the image
  59900. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59901. * @param name The name of the effect.
  59902. * @param options The required width/height ratio to downsize to before computing the render pass.
  59903. * @param camera The camera to apply the render pass to.
  59904. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59905. * @param engine The engine which the post process will be applied. (default: current engine)
  59906. * @param reusable If the post process can be reused on the same frame. (default: false)
  59907. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59908. */
  59909. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59910. }
  59911. }
  59912. declare module BABYLON {
  59913. /** @hidden */
  59914. export var mrtFragmentDeclaration: {
  59915. name: string;
  59916. shader: string;
  59917. };
  59918. }
  59919. declare module BABYLON {
  59920. /** @hidden */
  59921. export var geometryPixelShader: {
  59922. name: string;
  59923. shader: string;
  59924. };
  59925. }
  59926. declare module BABYLON {
  59927. /** @hidden */
  59928. export var geometryVertexShader: {
  59929. name: string;
  59930. shader: string;
  59931. };
  59932. }
  59933. declare module BABYLON {
  59934. /** @hidden */
  59935. interface ISavedTransformationMatrix {
  59936. world: Matrix;
  59937. viewProjection: Matrix;
  59938. }
  59939. /**
  59940. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59941. */
  59942. export class GeometryBufferRenderer {
  59943. /**
  59944. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59945. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59946. */
  59947. static readonly POSITION_TEXTURE_TYPE: number;
  59948. /**
  59949. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59950. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59951. */
  59952. static readonly VELOCITY_TEXTURE_TYPE: number;
  59953. /**
  59954. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59955. * in order to compute objects velocities when enableVelocity is set to "true"
  59956. * @hidden
  59957. */
  59958. _previousTransformationMatrices: {
  59959. [index: number]: ISavedTransformationMatrix;
  59960. };
  59961. /**
  59962. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59963. * in order to compute objects velocities when enableVelocity is set to "true"
  59964. * @hidden
  59965. */
  59966. _previousBonesTransformationMatrices: {
  59967. [index: number]: Float32Array;
  59968. };
  59969. /**
  59970. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59971. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59972. */
  59973. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59974. private _scene;
  59975. private _multiRenderTarget;
  59976. private _ratio;
  59977. private _enablePosition;
  59978. private _enableVelocity;
  59979. private _positionIndex;
  59980. private _velocityIndex;
  59981. protected _effect: Effect;
  59982. protected _cachedDefines: string;
  59983. /**
  59984. * Set the render list (meshes to be rendered) used in the G buffer.
  59985. */
  59986. renderList: Mesh[];
  59987. /**
  59988. * Gets wether or not G buffer are supported by the running hardware.
  59989. * This requires draw buffer supports
  59990. */
  59991. readonly isSupported: boolean;
  59992. /**
  59993. * Returns the index of the given texture type in the G-Buffer textures array
  59994. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59995. * @returns the index of the given texture type in the G-Buffer textures array
  59996. */
  59997. getTextureIndex(textureType: number): number;
  59998. /**
  59999. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60000. */
  60001. /**
  60002. * Sets whether or not objects positions are enabled for the G buffer.
  60003. */
  60004. enablePosition: boolean;
  60005. /**
  60006. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60007. */
  60008. /**
  60009. * Sets wether or not objects velocities are enabled for the G buffer.
  60010. */
  60011. enableVelocity: boolean;
  60012. /**
  60013. * Gets the scene associated with the buffer.
  60014. */
  60015. readonly scene: Scene;
  60016. /**
  60017. * Gets the ratio used by the buffer during its creation.
  60018. * How big is the buffer related to the main canvas.
  60019. */
  60020. readonly ratio: number;
  60021. /** @hidden */
  60022. static _SceneComponentInitialization: (scene: Scene) => void;
  60023. /**
  60024. * Creates a new G Buffer for the scene
  60025. * @param scene The scene the buffer belongs to
  60026. * @param ratio How big is the buffer related to the main canvas.
  60027. */
  60028. constructor(scene: Scene, ratio?: number);
  60029. /**
  60030. * Checks wether everything is ready to render a submesh to the G buffer.
  60031. * @param subMesh the submesh to check readiness for
  60032. * @param useInstances is the mesh drawn using instance or not
  60033. * @returns true if ready otherwise false
  60034. */
  60035. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60036. /**
  60037. * Gets the current underlying G Buffer.
  60038. * @returns the buffer
  60039. */
  60040. getGBuffer(): MultiRenderTarget;
  60041. /**
  60042. * Gets the number of samples used to render the buffer (anti aliasing).
  60043. */
  60044. /**
  60045. * Sets the number of samples used to render the buffer (anti aliasing).
  60046. */
  60047. samples: number;
  60048. /**
  60049. * Disposes the renderer and frees up associated resources.
  60050. */
  60051. dispose(): void;
  60052. protected _createRenderTargets(): void;
  60053. private _copyBonesTransformationMatrices;
  60054. }
  60055. }
  60056. declare module BABYLON {
  60057. interface Scene {
  60058. /** @hidden (Backing field) */
  60059. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60060. /**
  60061. * Gets or Sets the current geometry buffer associated to the scene.
  60062. */
  60063. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60064. /**
  60065. * Enables a GeometryBufferRender and associates it with the scene
  60066. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60067. * @returns the GeometryBufferRenderer
  60068. */
  60069. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60070. /**
  60071. * Disables the GeometryBufferRender associated with the scene
  60072. */
  60073. disableGeometryBufferRenderer(): void;
  60074. }
  60075. /**
  60076. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60077. * in several rendering techniques.
  60078. */
  60079. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60080. /**
  60081. * The component name helpful to identify the component in the list of scene components.
  60082. */
  60083. readonly name: string;
  60084. /**
  60085. * The scene the component belongs to.
  60086. */
  60087. scene: Scene;
  60088. /**
  60089. * Creates a new instance of the component for the given scene
  60090. * @param scene Defines the scene to register the component in
  60091. */
  60092. constructor(scene: Scene);
  60093. /**
  60094. * Registers the component in a given scene
  60095. */
  60096. register(): void;
  60097. /**
  60098. * Rebuilds the elements related to this component in case of
  60099. * context lost for instance.
  60100. */
  60101. rebuild(): void;
  60102. /**
  60103. * Disposes the component and the associated ressources
  60104. */
  60105. dispose(): void;
  60106. private _gatherRenderTargets;
  60107. }
  60108. }
  60109. declare module BABYLON {
  60110. /** @hidden */
  60111. export var motionBlurPixelShader: {
  60112. name: string;
  60113. shader: string;
  60114. };
  60115. }
  60116. declare module BABYLON {
  60117. /**
  60118. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60119. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60120. * As an example, all you have to do is to create the post-process:
  60121. * var mb = new BABYLON.MotionBlurPostProcess(
  60122. * 'mb', // The name of the effect.
  60123. * scene, // The scene containing the objects to blur according to their velocity.
  60124. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60125. * camera // The camera to apply the render pass to.
  60126. * );
  60127. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60128. */
  60129. export class MotionBlurPostProcess extends PostProcess {
  60130. /**
  60131. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60132. */
  60133. motionStrength: number;
  60134. /**
  60135. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60136. */
  60137. /**
  60138. * Sets the number of iterations to be used for motion blur quality
  60139. */
  60140. motionBlurSamples: number;
  60141. private _motionBlurSamples;
  60142. private _geometryBufferRenderer;
  60143. /**
  60144. * Creates a new instance MotionBlurPostProcess
  60145. * @param name The name of the effect.
  60146. * @param scene The scene containing the objects to blur according to their velocity.
  60147. * @param options The required width/height ratio to downsize to before computing the render pass.
  60148. * @param camera The camera to apply the render pass to.
  60149. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60150. * @param engine The engine which the post process will be applied. (default: current engine)
  60151. * @param reusable If the post process can be reused on the same frame. (default: false)
  60152. * @param textureType Type of textures used when performing the post process. (default: 0)
  60153. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60154. */
  60155. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60156. /**
  60157. * Excludes the given skinned mesh from computing bones velocities.
  60158. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  60159. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60160. */
  60161. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60162. /**
  60163. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60164. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60165. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60166. */
  60167. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60168. /**
  60169. * Disposes the post process.
  60170. * @param camera The camera to dispose the post process on.
  60171. */
  60172. dispose(camera?: Camera): void;
  60173. }
  60174. }
  60175. declare module BABYLON {
  60176. /** @hidden */
  60177. export var refractionPixelShader: {
  60178. name: string;
  60179. shader: string;
  60180. };
  60181. }
  60182. declare module BABYLON {
  60183. /**
  60184. * Post process which applies a refractin texture
  60185. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60186. */
  60187. export class RefractionPostProcess extends PostProcess {
  60188. /** the base color of the refraction (used to taint the rendering) */
  60189. color: Color3;
  60190. /** simulated refraction depth */
  60191. depth: number;
  60192. /** the coefficient of the base color (0 to remove base color tainting) */
  60193. colorLevel: number;
  60194. private _refTexture;
  60195. private _ownRefractionTexture;
  60196. /**
  60197. * Gets or sets the refraction texture
  60198. * Please note that you are responsible for disposing the texture if you set it manually
  60199. */
  60200. refractionTexture: Texture;
  60201. /**
  60202. * Initializes the RefractionPostProcess
  60203. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60204. * @param name The name of the effect.
  60205. * @param refractionTextureUrl Url of the refraction texture to use
  60206. * @param color the base color of the refraction (used to taint the rendering)
  60207. * @param depth simulated refraction depth
  60208. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60209. * @param camera The camera to apply the render pass to.
  60210. * @param options The required width/height ratio to downsize to before computing the render pass.
  60211. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60212. * @param engine The engine which the post process will be applied. (default: current engine)
  60213. * @param reusable If the post process can be reused on the same frame. (default: false)
  60214. */
  60215. constructor(name: string, refractionTextureUrl: string,
  60216. /** the base color of the refraction (used to taint the rendering) */
  60217. color: Color3,
  60218. /** simulated refraction depth */
  60219. depth: number,
  60220. /** the coefficient of the base color (0 to remove base color tainting) */
  60221. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60222. /**
  60223. * Disposes of the post process
  60224. * @param camera Camera to dispose post process on
  60225. */
  60226. dispose(camera: Camera): void;
  60227. }
  60228. }
  60229. declare module BABYLON {
  60230. /** @hidden */
  60231. export var sharpenPixelShader: {
  60232. name: string;
  60233. shader: string;
  60234. };
  60235. }
  60236. declare module BABYLON {
  60237. /**
  60238. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60239. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60240. */
  60241. export class SharpenPostProcess extends PostProcess {
  60242. /**
  60243. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60244. */
  60245. colorAmount: number;
  60246. /**
  60247. * How much sharpness should be applied (default: 0.3)
  60248. */
  60249. edgeAmount: number;
  60250. /**
  60251. * Creates a new instance ConvolutionPostProcess
  60252. * @param name The name of the effect.
  60253. * @param options The required width/height ratio to downsize to before computing the render pass.
  60254. * @param camera The camera to apply the render pass to.
  60255. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60256. * @param engine The engine which the post process will be applied. (default: current engine)
  60257. * @param reusable If the post process can be reused on the same frame. (default: false)
  60258. * @param textureType Type of textures used when performing the post process. (default: 0)
  60259. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60260. */
  60261. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60262. }
  60263. }
  60264. declare module BABYLON {
  60265. /**
  60266. * PostProcessRenderPipeline
  60267. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60268. */
  60269. export class PostProcessRenderPipeline {
  60270. private engine;
  60271. private _renderEffects;
  60272. private _renderEffectsForIsolatedPass;
  60273. /**
  60274. * List of inspectable custom properties (used by the Inspector)
  60275. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60276. */
  60277. inspectableCustomProperties: IInspectable[];
  60278. /**
  60279. * @hidden
  60280. */
  60281. protected _cameras: Camera[];
  60282. /** @hidden */
  60283. _name: string;
  60284. /**
  60285. * Gets pipeline name
  60286. */
  60287. readonly name: string;
  60288. /**
  60289. * Initializes a PostProcessRenderPipeline
  60290. * @param engine engine to add the pipeline to
  60291. * @param name name of the pipeline
  60292. */
  60293. constructor(engine: Engine, name: string);
  60294. /**
  60295. * Gets the class name
  60296. * @returns "PostProcessRenderPipeline"
  60297. */
  60298. getClassName(): string;
  60299. /**
  60300. * If all the render effects in the pipeline are supported
  60301. */
  60302. readonly isSupported: boolean;
  60303. /**
  60304. * Adds an effect to the pipeline
  60305. * @param renderEffect the effect to add
  60306. */
  60307. addEffect(renderEffect: PostProcessRenderEffect): void;
  60308. /** @hidden */
  60309. _rebuild(): void;
  60310. /** @hidden */
  60311. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60312. /** @hidden */
  60313. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60314. /** @hidden */
  60315. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60316. /** @hidden */
  60317. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60318. /** @hidden */
  60319. _attachCameras(cameras: Camera, unique: boolean): void;
  60320. /** @hidden */
  60321. _attachCameras(cameras: Camera[], unique: boolean): void;
  60322. /** @hidden */
  60323. _detachCameras(cameras: Camera): void;
  60324. /** @hidden */
  60325. _detachCameras(cameras: Nullable<Camera[]>): void;
  60326. /** @hidden */
  60327. _update(): void;
  60328. /** @hidden */
  60329. _reset(): void;
  60330. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60331. /**
  60332. * Disposes of the pipeline
  60333. */
  60334. dispose(): void;
  60335. }
  60336. }
  60337. declare module BABYLON {
  60338. /**
  60339. * PostProcessRenderPipelineManager class
  60340. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60341. */
  60342. export class PostProcessRenderPipelineManager {
  60343. private _renderPipelines;
  60344. /**
  60345. * Initializes a PostProcessRenderPipelineManager
  60346. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60347. */
  60348. constructor();
  60349. /**
  60350. * Gets the list of supported render pipelines
  60351. */
  60352. readonly supportedPipelines: PostProcessRenderPipeline[];
  60353. /**
  60354. * Adds a pipeline to the manager
  60355. * @param renderPipeline The pipeline to add
  60356. */
  60357. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60358. /**
  60359. * Attaches a camera to the pipeline
  60360. * @param renderPipelineName The name of the pipeline to attach to
  60361. * @param cameras the camera to attach
  60362. * @param unique if the camera can be attached multiple times to the pipeline
  60363. */
  60364. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60365. /**
  60366. * Detaches a camera from the pipeline
  60367. * @param renderPipelineName The name of the pipeline to detach from
  60368. * @param cameras the camera to detach
  60369. */
  60370. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60371. /**
  60372. * Enables an effect by name on a pipeline
  60373. * @param renderPipelineName the name of the pipeline to enable the effect in
  60374. * @param renderEffectName the name of the effect to enable
  60375. * @param cameras the cameras that the effect should be enabled on
  60376. */
  60377. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60378. /**
  60379. * Disables an effect by name on a pipeline
  60380. * @param renderPipelineName the name of the pipeline to disable the effect in
  60381. * @param renderEffectName the name of the effect to disable
  60382. * @param cameras the cameras that the effect should be disabled on
  60383. */
  60384. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60385. /**
  60386. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60387. */
  60388. update(): void;
  60389. /** @hidden */
  60390. _rebuild(): void;
  60391. /**
  60392. * Disposes of the manager and pipelines
  60393. */
  60394. dispose(): void;
  60395. }
  60396. }
  60397. declare module BABYLON {
  60398. interface Scene {
  60399. /** @hidden (Backing field) */
  60400. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60401. /**
  60402. * Gets the postprocess render pipeline manager
  60403. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60404. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60405. */
  60406. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60407. }
  60408. /**
  60409. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60410. */
  60411. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60412. /**
  60413. * The component name helpfull to identify the component in the list of scene components.
  60414. */
  60415. readonly name: string;
  60416. /**
  60417. * The scene the component belongs to.
  60418. */
  60419. scene: Scene;
  60420. /**
  60421. * Creates a new instance of the component for the given scene
  60422. * @param scene Defines the scene to register the component in
  60423. */
  60424. constructor(scene: Scene);
  60425. /**
  60426. * Registers the component in a given scene
  60427. */
  60428. register(): void;
  60429. /**
  60430. * Rebuilds the elements related to this component in case of
  60431. * context lost for instance.
  60432. */
  60433. rebuild(): void;
  60434. /**
  60435. * Disposes the component and the associated ressources
  60436. */
  60437. dispose(): void;
  60438. private _gatherRenderTargets;
  60439. }
  60440. }
  60441. declare module BABYLON {
  60442. /**
  60443. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60444. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60445. */
  60446. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60447. private _scene;
  60448. private _camerasToBeAttached;
  60449. /**
  60450. * ID of the sharpen post process,
  60451. */
  60452. private readonly SharpenPostProcessId;
  60453. /**
  60454. * @ignore
  60455. * ID of the image processing post process;
  60456. */
  60457. readonly ImageProcessingPostProcessId: string;
  60458. /**
  60459. * @ignore
  60460. * ID of the Fast Approximate Anti-Aliasing post process;
  60461. */
  60462. readonly FxaaPostProcessId: string;
  60463. /**
  60464. * ID of the chromatic aberration post process,
  60465. */
  60466. private readonly ChromaticAberrationPostProcessId;
  60467. /**
  60468. * ID of the grain post process
  60469. */
  60470. private readonly GrainPostProcessId;
  60471. /**
  60472. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60473. */
  60474. sharpen: SharpenPostProcess;
  60475. private _sharpenEffect;
  60476. private bloom;
  60477. /**
  60478. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60479. */
  60480. depthOfField: DepthOfFieldEffect;
  60481. /**
  60482. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60483. */
  60484. fxaa: FxaaPostProcess;
  60485. /**
  60486. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60487. */
  60488. imageProcessing: ImageProcessingPostProcess;
  60489. /**
  60490. * Chromatic aberration post process which will shift rgb colors in the image
  60491. */
  60492. chromaticAberration: ChromaticAberrationPostProcess;
  60493. private _chromaticAberrationEffect;
  60494. /**
  60495. * Grain post process which add noise to the image
  60496. */
  60497. grain: GrainPostProcess;
  60498. private _grainEffect;
  60499. /**
  60500. * Glow post process which adds a glow to emissive areas of the image
  60501. */
  60502. private _glowLayer;
  60503. /**
  60504. * Animations which can be used to tweak settings over a period of time
  60505. */
  60506. animations: Animation[];
  60507. private _imageProcessingConfigurationObserver;
  60508. private _sharpenEnabled;
  60509. private _bloomEnabled;
  60510. private _depthOfFieldEnabled;
  60511. private _depthOfFieldBlurLevel;
  60512. private _fxaaEnabled;
  60513. private _imageProcessingEnabled;
  60514. private _defaultPipelineTextureType;
  60515. private _bloomScale;
  60516. private _chromaticAberrationEnabled;
  60517. private _grainEnabled;
  60518. private _buildAllowed;
  60519. /**
  60520. * Gets active scene
  60521. */
  60522. readonly scene: Scene;
  60523. /**
  60524. * Enable or disable the sharpen process from the pipeline
  60525. */
  60526. sharpenEnabled: boolean;
  60527. private _resizeObserver;
  60528. private _hardwareScaleLevel;
  60529. private _bloomKernel;
  60530. /**
  60531. * Specifies the size of the bloom blur kernel, relative to the final output size
  60532. */
  60533. bloomKernel: number;
  60534. /**
  60535. * Specifies the weight of the bloom in the final rendering
  60536. */
  60537. private _bloomWeight;
  60538. /**
  60539. * Specifies the luma threshold for the area that will be blurred by the bloom
  60540. */
  60541. private _bloomThreshold;
  60542. private _hdr;
  60543. /**
  60544. * The strength of the bloom.
  60545. */
  60546. bloomWeight: number;
  60547. /**
  60548. * The strength of the bloom.
  60549. */
  60550. bloomThreshold: number;
  60551. /**
  60552. * The scale of the bloom, lower value will provide better performance.
  60553. */
  60554. bloomScale: number;
  60555. /**
  60556. * Enable or disable the bloom from the pipeline
  60557. */
  60558. bloomEnabled: boolean;
  60559. private _rebuildBloom;
  60560. /**
  60561. * If the depth of field is enabled.
  60562. */
  60563. depthOfFieldEnabled: boolean;
  60564. /**
  60565. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60566. */
  60567. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60568. /**
  60569. * If the anti aliasing is enabled.
  60570. */
  60571. fxaaEnabled: boolean;
  60572. private _samples;
  60573. /**
  60574. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60575. */
  60576. samples: number;
  60577. /**
  60578. * If image processing is enabled.
  60579. */
  60580. imageProcessingEnabled: boolean;
  60581. /**
  60582. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60583. */
  60584. glowLayerEnabled: boolean;
  60585. /**
  60586. * Gets the glow layer (or null if not defined)
  60587. */
  60588. readonly glowLayer: Nullable<GlowLayer>;
  60589. /**
  60590. * Enable or disable the chromaticAberration process from the pipeline
  60591. */
  60592. chromaticAberrationEnabled: boolean;
  60593. /**
  60594. * Enable or disable the grain process from the pipeline
  60595. */
  60596. grainEnabled: boolean;
  60597. /**
  60598. * @constructor
  60599. * @param name - The rendering pipeline name (default: "")
  60600. * @param hdr - If high dynamic range textures should be used (default: true)
  60601. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60602. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60603. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60604. */
  60605. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60606. /**
  60607. * Get the class name
  60608. * @returns "DefaultRenderingPipeline"
  60609. */
  60610. getClassName(): string;
  60611. /**
  60612. * Force the compilation of the entire pipeline.
  60613. */
  60614. prepare(): void;
  60615. private _hasCleared;
  60616. private _prevPostProcess;
  60617. private _prevPrevPostProcess;
  60618. private _setAutoClearAndTextureSharing;
  60619. private _depthOfFieldSceneObserver;
  60620. private _buildPipeline;
  60621. private _disposePostProcesses;
  60622. /**
  60623. * Adds a camera to the pipeline
  60624. * @param camera the camera to be added
  60625. */
  60626. addCamera(camera: Camera): void;
  60627. /**
  60628. * Removes a camera from the pipeline
  60629. * @param camera the camera to remove
  60630. */
  60631. removeCamera(camera: Camera): void;
  60632. /**
  60633. * Dispose of the pipeline and stop all post processes
  60634. */
  60635. dispose(): void;
  60636. /**
  60637. * Serialize the rendering pipeline (Used when exporting)
  60638. * @returns the serialized object
  60639. */
  60640. serialize(): any;
  60641. /**
  60642. * Parse the serialized pipeline
  60643. * @param source Source pipeline.
  60644. * @param scene The scene to load the pipeline to.
  60645. * @param rootUrl The URL of the serialized pipeline.
  60646. * @returns An instantiated pipeline from the serialized object.
  60647. */
  60648. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60649. }
  60650. }
  60651. declare module BABYLON {
  60652. /** @hidden */
  60653. export var lensHighlightsPixelShader: {
  60654. name: string;
  60655. shader: string;
  60656. };
  60657. }
  60658. declare module BABYLON {
  60659. /** @hidden */
  60660. export var depthOfFieldPixelShader: {
  60661. name: string;
  60662. shader: string;
  60663. };
  60664. }
  60665. declare module BABYLON {
  60666. /**
  60667. * BABYLON.JS Chromatic Aberration GLSL Shader
  60668. * Author: Olivier Guyot
  60669. * Separates very slightly R, G and B colors on the edges of the screen
  60670. * Inspired by Francois Tarlier & Martins Upitis
  60671. */
  60672. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60673. /**
  60674. * @ignore
  60675. * The chromatic aberration PostProcess id in the pipeline
  60676. */
  60677. LensChromaticAberrationEffect: string;
  60678. /**
  60679. * @ignore
  60680. * The highlights enhancing PostProcess id in the pipeline
  60681. */
  60682. HighlightsEnhancingEffect: string;
  60683. /**
  60684. * @ignore
  60685. * The depth-of-field PostProcess id in the pipeline
  60686. */
  60687. LensDepthOfFieldEffect: string;
  60688. private _scene;
  60689. private _depthTexture;
  60690. private _grainTexture;
  60691. private _chromaticAberrationPostProcess;
  60692. private _highlightsPostProcess;
  60693. private _depthOfFieldPostProcess;
  60694. private _edgeBlur;
  60695. private _grainAmount;
  60696. private _chromaticAberration;
  60697. private _distortion;
  60698. private _highlightsGain;
  60699. private _highlightsThreshold;
  60700. private _dofDistance;
  60701. private _dofAperture;
  60702. private _dofDarken;
  60703. private _dofPentagon;
  60704. private _blurNoise;
  60705. /**
  60706. * @constructor
  60707. *
  60708. * Effect parameters are as follow:
  60709. * {
  60710. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60711. * edge_blur: number; // from 0 to x (1 for realism)
  60712. * distortion: number; // from 0 to x (1 for realism)
  60713. * grain_amount: number; // from 0 to 1
  60714. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60715. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60716. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60717. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60718. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60719. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60720. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60721. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60722. * }
  60723. * Note: if an effect parameter is unset, effect is disabled
  60724. *
  60725. * @param name The rendering pipeline name
  60726. * @param parameters - An object containing all parameters (see above)
  60727. * @param scene The scene linked to this pipeline
  60728. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  60729. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60730. */
  60731. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60732. /**
  60733. * Get the class name
  60734. * @returns "LensRenderingPipeline"
  60735. */
  60736. getClassName(): string;
  60737. /**
  60738. * Gets associated scene
  60739. */
  60740. readonly scene: Scene;
  60741. /**
  60742. * Gets or sets the edge blur
  60743. */
  60744. edgeBlur: number;
  60745. /**
  60746. * Gets or sets the grain amount
  60747. */
  60748. grainAmount: number;
  60749. /**
  60750. * Gets or sets the chromatic aberration amount
  60751. */
  60752. chromaticAberration: number;
  60753. /**
  60754. * Gets or sets the depth of field aperture
  60755. */
  60756. dofAperture: number;
  60757. /**
  60758. * Gets or sets the edge distortion
  60759. */
  60760. edgeDistortion: number;
  60761. /**
  60762. * Gets or sets the depth of field distortion
  60763. */
  60764. dofDistortion: number;
  60765. /**
  60766. * Gets or sets the darken out of focus amount
  60767. */
  60768. darkenOutOfFocus: number;
  60769. /**
  60770. * Gets or sets a boolean indicating if blur noise is enabled
  60771. */
  60772. blurNoise: boolean;
  60773. /**
  60774. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60775. */
  60776. pentagonBokeh: boolean;
  60777. /**
  60778. * Gets or sets the highlight grain amount
  60779. */
  60780. highlightsGain: number;
  60781. /**
  60782. * Gets or sets the highlight threshold
  60783. */
  60784. highlightsThreshold: number;
  60785. /**
  60786. * Sets the amount of blur at the edges
  60787. * @param amount blur amount
  60788. */
  60789. setEdgeBlur(amount: number): void;
  60790. /**
  60791. * Sets edge blur to 0
  60792. */
  60793. disableEdgeBlur(): void;
  60794. /**
  60795. * Sets the amout of grain
  60796. * @param amount Amount of grain
  60797. */
  60798. setGrainAmount(amount: number): void;
  60799. /**
  60800. * Set grain amount to 0
  60801. */
  60802. disableGrain(): void;
  60803. /**
  60804. * Sets the chromatic aberration amount
  60805. * @param amount amount of chromatic aberration
  60806. */
  60807. setChromaticAberration(amount: number): void;
  60808. /**
  60809. * Sets chromatic aberration amount to 0
  60810. */
  60811. disableChromaticAberration(): void;
  60812. /**
  60813. * Sets the EdgeDistortion amount
  60814. * @param amount amount of EdgeDistortion
  60815. */
  60816. setEdgeDistortion(amount: number): void;
  60817. /**
  60818. * Sets edge distortion to 0
  60819. */
  60820. disableEdgeDistortion(): void;
  60821. /**
  60822. * Sets the FocusDistance amount
  60823. * @param amount amount of FocusDistance
  60824. */
  60825. setFocusDistance(amount: number): void;
  60826. /**
  60827. * Disables depth of field
  60828. */
  60829. disableDepthOfField(): void;
  60830. /**
  60831. * Sets the Aperture amount
  60832. * @param amount amount of Aperture
  60833. */
  60834. setAperture(amount: number): void;
  60835. /**
  60836. * Sets the DarkenOutOfFocus amount
  60837. * @param amount amount of DarkenOutOfFocus
  60838. */
  60839. setDarkenOutOfFocus(amount: number): void;
  60840. private _pentagonBokehIsEnabled;
  60841. /**
  60842. * Creates a pentagon bokeh effect
  60843. */
  60844. enablePentagonBokeh(): void;
  60845. /**
  60846. * Disables the pentagon bokeh effect
  60847. */
  60848. disablePentagonBokeh(): void;
  60849. /**
  60850. * Enables noise blur
  60851. */
  60852. enableNoiseBlur(): void;
  60853. /**
  60854. * Disables noise blur
  60855. */
  60856. disableNoiseBlur(): void;
  60857. /**
  60858. * Sets the HighlightsGain amount
  60859. * @param amount amount of HighlightsGain
  60860. */
  60861. setHighlightsGain(amount: number): void;
  60862. /**
  60863. * Sets the HighlightsThreshold amount
  60864. * @param amount amount of HighlightsThreshold
  60865. */
  60866. setHighlightsThreshold(amount: number): void;
  60867. /**
  60868. * Disables highlights
  60869. */
  60870. disableHighlights(): void;
  60871. /**
  60872. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60873. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60874. */
  60875. dispose(disableDepthRender?: boolean): void;
  60876. private _createChromaticAberrationPostProcess;
  60877. private _createHighlightsPostProcess;
  60878. private _createDepthOfFieldPostProcess;
  60879. private _createGrainTexture;
  60880. }
  60881. }
  60882. declare module BABYLON {
  60883. /** @hidden */
  60884. export var ssao2PixelShader: {
  60885. name: string;
  60886. shader: string;
  60887. };
  60888. }
  60889. declare module BABYLON {
  60890. /** @hidden */
  60891. export var ssaoCombinePixelShader: {
  60892. name: string;
  60893. shader: string;
  60894. };
  60895. }
  60896. declare module BABYLON {
  60897. /**
  60898. * Render pipeline to produce ssao effect
  60899. */
  60900. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60901. /**
  60902. * @ignore
  60903. * The PassPostProcess id in the pipeline that contains the original scene color
  60904. */
  60905. SSAOOriginalSceneColorEffect: string;
  60906. /**
  60907. * @ignore
  60908. * The SSAO PostProcess id in the pipeline
  60909. */
  60910. SSAORenderEffect: string;
  60911. /**
  60912. * @ignore
  60913. * The horizontal blur PostProcess id in the pipeline
  60914. */
  60915. SSAOBlurHRenderEffect: string;
  60916. /**
  60917. * @ignore
  60918. * The vertical blur PostProcess id in the pipeline
  60919. */
  60920. SSAOBlurVRenderEffect: string;
  60921. /**
  60922. * @ignore
  60923. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60924. */
  60925. SSAOCombineRenderEffect: string;
  60926. /**
  60927. * The output strength of the SSAO post-process. Default value is 1.0.
  60928. */
  60929. totalStrength: number;
  60930. /**
  60931. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60932. */
  60933. maxZ: number;
  60934. /**
  60935. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60936. */
  60937. minZAspect: number;
  60938. private _samples;
  60939. /**
  60940. * Number of samples used for the SSAO calculations. Default value is 8
  60941. */
  60942. samples: number;
  60943. private _textureSamples;
  60944. /**
  60945. * Number of samples to use for antialiasing
  60946. */
  60947. textureSamples: number;
  60948. /**
  60949. * Ratio object used for SSAO ratio and blur ratio
  60950. */
  60951. private _ratio;
  60952. /**
  60953. * Dynamically generated sphere sampler.
  60954. */
  60955. private _sampleSphere;
  60956. /**
  60957. * Blur filter offsets
  60958. */
  60959. private _samplerOffsets;
  60960. private _expensiveBlur;
  60961. /**
  60962. * If bilateral blur should be used
  60963. */
  60964. expensiveBlur: boolean;
  60965. /**
  60966. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60967. */
  60968. radius: number;
  60969. /**
  60970. * The base color of the SSAO post-process
  60971. * The final result is "base + ssao" between [0, 1]
  60972. */
  60973. base: number;
  60974. /**
  60975. * Support test.
  60976. */
  60977. static readonly IsSupported: boolean;
  60978. private _scene;
  60979. private _depthTexture;
  60980. private _normalTexture;
  60981. private _randomTexture;
  60982. private _originalColorPostProcess;
  60983. private _ssaoPostProcess;
  60984. private _blurHPostProcess;
  60985. private _blurVPostProcess;
  60986. private _ssaoCombinePostProcess;
  60987. private _firstUpdate;
  60988. /**
  60989. * Gets active scene
  60990. */
  60991. readonly scene: Scene;
  60992. /**
  60993. * @constructor
  60994. * @param name The rendering pipeline name
  60995. * @param scene The scene linked to this pipeline
  60996. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  60997. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60998. */
  60999. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61000. /**
  61001. * Get the class name
  61002. * @returns "SSAO2RenderingPipeline"
  61003. */
  61004. getClassName(): string;
  61005. /**
  61006. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61007. */
  61008. dispose(disableGeometryBufferRenderer?: boolean): void;
  61009. private _createBlurPostProcess;
  61010. /** @hidden */
  61011. _rebuild(): void;
  61012. private _bits;
  61013. private _radicalInverse_VdC;
  61014. private _hammersley;
  61015. private _hemisphereSample_uniform;
  61016. private _generateHemisphere;
  61017. private _createSSAOPostProcess;
  61018. private _createSSAOCombinePostProcess;
  61019. private _createRandomTexture;
  61020. /**
  61021. * Serialize the rendering pipeline (Used when exporting)
  61022. * @returns the serialized object
  61023. */
  61024. serialize(): any;
  61025. /**
  61026. * Parse the serialized pipeline
  61027. * @param source Source pipeline.
  61028. * @param scene The scene to load the pipeline to.
  61029. * @param rootUrl The URL of the serialized pipeline.
  61030. * @returns An instantiated pipeline from the serialized object.
  61031. */
  61032. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61033. }
  61034. }
  61035. declare module BABYLON {
  61036. /** @hidden */
  61037. export var ssaoPixelShader: {
  61038. name: string;
  61039. shader: string;
  61040. };
  61041. }
  61042. declare module BABYLON {
  61043. /**
  61044. * Render pipeline to produce ssao effect
  61045. */
  61046. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61047. /**
  61048. * @ignore
  61049. * The PassPostProcess id in the pipeline that contains the original scene color
  61050. */
  61051. SSAOOriginalSceneColorEffect: string;
  61052. /**
  61053. * @ignore
  61054. * The SSAO PostProcess id in the pipeline
  61055. */
  61056. SSAORenderEffect: string;
  61057. /**
  61058. * @ignore
  61059. * The horizontal blur PostProcess id in the pipeline
  61060. */
  61061. SSAOBlurHRenderEffect: string;
  61062. /**
  61063. * @ignore
  61064. * The vertical blur PostProcess id in the pipeline
  61065. */
  61066. SSAOBlurVRenderEffect: string;
  61067. /**
  61068. * @ignore
  61069. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61070. */
  61071. SSAOCombineRenderEffect: string;
  61072. /**
  61073. * The output strength of the SSAO post-process. Default value is 1.0.
  61074. */
  61075. totalStrength: number;
  61076. /**
  61077. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61078. */
  61079. radius: number;
  61080. /**
  61081. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61082. * Must not be equal to fallOff and superior to fallOff.
  61083. * Default value is 0.0075
  61084. */
  61085. area: number;
  61086. /**
  61087. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61088. * Must not be equal to area and inferior to area.
  61089. * Default value is 0.000001
  61090. */
  61091. fallOff: number;
  61092. /**
  61093. * The base color of the SSAO post-process
  61094. * The final result is "base + ssao" between [0, 1]
  61095. */
  61096. base: number;
  61097. private _scene;
  61098. private _depthTexture;
  61099. private _randomTexture;
  61100. private _originalColorPostProcess;
  61101. private _ssaoPostProcess;
  61102. private _blurHPostProcess;
  61103. private _blurVPostProcess;
  61104. private _ssaoCombinePostProcess;
  61105. private _firstUpdate;
  61106. /**
  61107. * Gets active scene
  61108. */
  61109. readonly scene: Scene;
  61110. /**
  61111. * @constructor
  61112. * @param name - The rendering pipeline name
  61113. * @param scene - The scene linked to this pipeline
  61114. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  61115. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61116. */
  61117. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61118. /**
  61119. * Get the class name
  61120. * @returns "SSAORenderingPipeline"
  61121. */
  61122. getClassName(): string;
  61123. /**
  61124. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61125. */
  61126. dispose(disableDepthRender?: boolean): void;
  61127. private _createBlurPostProcess;
  61128. /** @hidden */
  61129. _rebuild(): void;
  61130. private _createSSAOPostProcess;
  61131. private _createSSAOCombinePostProcess;
  61132. private _createRandomTexture;
  61133. }
  61134. }
  61135. declare module BABYLON {
  61136. /** @hidden */
  61137. export var standardPixelShader: {
  61138. name: string;
  61139. shader: string;
  61140. };
  61141. }
  61142. declare module BABYLON {
  61143. /**
  61144. * Standard rendering pipeline
  61145. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61146. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61147. */
  61148. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61149. /**
  61150. * Public members
  61151. */
  61152. /**
  61153. * Post-process which contains the original scene color before the pipeline applies all the effects
  61154. */
  61155. originalPostProcess: Nullable<PostProcess>;
  61156. /**
  61157. * Post-process used to down scale an image x4
  61158. */
  61159. downSampleX4PostProcess: Nullable<PostProcess>;
  61160. /**
  61161. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61162. */
  61163. brightPassPostProcess: Nullable<PostProcess>;
  61164. /**
  61165. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61166. */
  61167. blurHPostProcesses: PostProcess[];
  61168. /**
  61169. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61170. */
  61171. blurVPostProcesses: PostProcess[];
  61172. /**
  61173. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61174. */
  61175. textureAdderPostProcess: Nullable<PostProcess>;
  61176. /**
  61177. * Post-process used to create volumetric lighting effect
  61178. */
  61179. volumetricLightPostProcess: Nullable<PostProcess>;
  61180. /**
  61181. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61182. */
  61183. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61184. /**
  61185. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61186. */
  61187. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61188. /**
  61189. * Post-process used to merge the volumetric light effect and the real scene color
  61190. */
  61191. volumetricLightMergePostProces: Nullable<PostProcess>;
  61192. /**
  61193. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61194. */
  61195. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61196. /**
  61197. * Base post-process used to calculate the average luminance of the final image for HDR
  61198. */
  61199. luminancePostProcess: Nullable<PostProcess>;
  61200. /**
  61201. * Post-processes used to create down sample post-processes in order to get
  61202. * the average luminance of the final image for HDR
  61203. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61204. */
  61205. luminanceDownSamplePostProcesses: PostProcess[];
  61206. /**
  61207. * Post-process used to create a HDR effect (light adaptation)
  61208. */
  61209. hdrPostProcess: Nullable<PostProcess>;
  61210. /**
  61211. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61212. */
  61213. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61214. /**
  61215. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61216. */
  61217. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61218. /**
  61219. * Post-process used to merge the final HDR post-process and the real scene color
  61220. */
  61221. hdrFinalPostProcess: Nullable<PostProcess>;
  61222. /**
  61223. * Post-process used to create a lens flare effect
  61224. */
  61225. lensFlarePostProcess: Nullable<PostProcess>;
  61226. /**
  61227. * Post-process that merges the result of the lens flare post-process and the real scene color
  61228. */
  61229. lensFlareComposePostProcess: Nullable<PostProcess>;
  61230. /**
  61231. * Post-process used to create a motion blur effect
  61232. */
  61233. motionBlurPostProcess: Nullable<PostProcess>;
  61234. /**
  61235. * Post-process used to create a depth of field effect
  61236. */
  61237. depthOfFieldPostProcess: Nullable<PostProcess>;
  61238. /**
  61239. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61240. */
  61241. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61242. /**
  61243. * Represents the brightness threshold in order to configure the illuminated surfaces
  61244. */
  61245. brightThreshold: number;
  61246. /**
  61247. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61248. */
  61249. blurWidth: number;
  61250. /**
  61251. * Sets if the blur for highlighted surfaces must be only horizontal
  61252. */
  61253. horizontalBlur: boolean;
  61254. /**
  61255. * Gets the overall exposure used by the pipeline
  61256. */
  61257. /**
  61258. * Sets the overall exposure used by the pipeline
  61259. */
  61260. exposure: number;
  61261. /**
  61262. * Texture used typically to simulate "dirty" on camera lens
  61263. */
  61264. lensTexture: Nullable<Texture>;
  61265. /**
  61266. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61267. */
  61268. volumetricLightCoefficient: number;
  61269. /**
  61270. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61271. */
  61272. volumetricLightPower: number;
  61273. /**
  61274. * Used the set the blur intensity to smooth the volumetric lights
  61275. */
  61276. volumetricLightBlurScale: number;
  61277. /**
  61278. * Light (spot or directional) used to generate the volumetric lights rays
  61279. * The source light must have a shadow generate so the pipeline can get its
  61280. * depth map
  61281. */
  61282. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61283. /**
  61284. * For eye adaptation, represents the minimum luminance the eye can see
  61285. */
  61286. hdrMinimumLuminance: number;
  61287. /**
  61288. * For eye adaptation, represents the decrease luminance speed
  61289. */
  61290. hdrDecreaseRate: number;
  61291. /**
  61292. * For eye adaptation, represents the increase luminance speed
  61293. */
  61294. hdrIncreaseRate: number;
  61295. /**
  61296. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61297. */
  61298. /**
  61299. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61300. */
  61301. hdrAutoExposure: boolean;
  61302. /**
  61303. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61304. */
  61305. lensColorTexture: Nullable<Texture>;
  61306. /**
  61307. * The overall strengh for the lens flare effect
  61308. */
  61309. lensFlareStrength: number;
  61310. /**
  61311. * Dispersion coefficient for lens flare ghosts
  61312. */
  61313. lensFlareGhostDispersal: number;
  61314. /**
  61315. * Main lens flare halo width
  61316. */
  61317. lensFlareHaloWidth: number;
  61318. /**
  61319. * Based on the lens distortion effect, defines how much the lens flare result
  61320. * is distorted
  61321. */
  61322. lensFlareDistortionStrength: number;
  61323. /**
  61324. * Configures the blur intensity used for for lens flare (halo)
  61325. */
  61326. lensFlareBlurWidth: number;
  61327. /**
  61328. * Lens star texture must be used to simulate rays on the flares and is available
  61329. * in the documentation
  61330. */
  61331. lensStarTexture: Nullable<Texture>;
  61332. /**
  61333. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61334. * flare effect by taking account of the dirt texture
  61335. */
  61336. lensFlareDirtTexture: Nullable<Texture>;
  61337. /**
  61338. * Represents the focal length for the depth of field effect
  61339. */
  61340. depthOfFieldDistance: number;
  61341. /**
  61342. * Represents the blur intensity for the blurred part of the depth of field effect
  61343. */
  61344. depthOfFieldBlurWidth: number;
  61345. /**
  61346. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61347. */
  61348. /**
  61349. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61350. */
  61351. motionStrength: number;
  61352. /**
  61353. * Gets wether or not the motion blur post-process is object based or screen based.
  61354. */
  61355. /**
  61356. * Sets wether or not the motion blur post-process should be object based or screen based
  61357. */
  61358. objectBasedMotionBlur: boolean;
  61359. /**
  61360. * List of animations for the pipeline (IAnimatable implementation)
  61361. */
  61362. animations: Animation[];
  61363. /**
  61364. * Private members
  61365. */
  61366. private _scene;
  61367. private _currentDepthOfFieldSource;
  61368. private _basePostProcess;
  61369. private _fixedExposure;
  61370. private _currentExposure;
  61371. private _hdrAutoExposure;
  61372. private _hdrCurrentLuminance;
  61373. private _motionStrength;
  61374. private _isObjectBasedMotionBlur;
  61375. private _floatTextureType;
  61376. private _camerasToBeAttached;
  61377. private _ratio;
  61378. private _bloomEnabled;
  61379. private _depthOfFieldEnabled;
  61380. private _vlsEnabled;
  61381. private _lensFlareEnabled;
  61382. private _hdrEnabled;
  61383. private _motionBlurEnabled;
  61384. private _fxaaEnabled;
  61385. private _motionBlurSamples;
  61386. private _volumetricLightStepsCount;
  61387. private _samples;
  61388. /**
  61389. * @ignore
  61390. * Specifies if the bloom pipeline is enabled
  61391. */
  61392. BloomEnabled: boolean;
  61393. /**
  61394. * @ignore
  61395. * Specifies if the depth of field pipeline is enabed
  61396. */
  61397. DepthOfFieldEnabled: boolean;
  61398. /**
  61399. * @ignore
  61400. * Specifies if the lens flare pipeline is enabed
  61401. */
  61402. LensFlareEnabled: boolean;
  61403. /**
  61404. * @ignore
  61405. * Specifies if the HDR pipeline is enabled
  61406. */
  61407. HDREnabled: boolean;
  61408. /**
  61409. * @ignore
  61410. * Specifies if the volumetric lights scattering effect is enabled
  61411. */
  61412. VLSEnabled: boolean;
  61413. /**
  61414. * @ignore
  61415. * Specifies if the motion blur effect is enabled
  61416. */
  61417. MotionBlurEnabled: boolean;
  61418. /**
  61419. * Specifies if anti-aliasing is enabled
  61420. */
  61421. fxaaEnabled: boolean;
  61422. /**
  61423. * Specifies the number of steps used to calculate the volumetric lights
  61424. * Typically in interval [50, 200]
  61425. */
  61426. volumetricLightStepsCount: number;
  61427. /**
  61428. * Specifies the number of samples used for the motion blur effect
  61429. * Typically in interval [16, 64]
  61430. */
  61431. motionBlurSamples: number;
  61432. /**
  61433. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61434. */
  61435. samples: number;
  61436. /**
  61437. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61438. * @constructor
  61439. * @param name The rendering pipeline name
  61440. * @param scene The scene linked to this pipeline
  61441. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61442. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61443. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61444. */
  61445. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61446. private _buildPipeline;
  61447. private _createDownSampleX4PostProcess;
  61448. private _createBrightPassPostProcess;
  61449. private _createBlurPostProcesses;
  61450. private _createTextureAdderPostProcess;
  61451. private _createVolumetricLightPostProcess;
  61452. private _createLuminancePostProcesses;
  61453. private _createHdrPostProcess;
  61454. private _createLensFlarePostProcess;
  61455. private _createDepthOfFieldPostProcess;
  61456. private _createMotionBlurPostProcess;
  61457. private _getDepthTexture;
  61458. private _disposePostProcesses;
  61459. /**
  61460. * Dispose of the pipeline and stop all post processes
  61461. */
  61462. dispose(): void;
  61463. /**
  61464. * Serialize the rendering pipeline (Used when exporting)
  61465. * @returns the serialized object
  61466. */
  61467. serialize(): any;
  61468. /**
  61469. * Parse the serialized pipeline
  61470. * @param source Source pipeline.
  61471. * @param scene The scene to load the pipeline to.
  61472. * @param rootUrl The URL of the serialized pipeline.
  61473. * @returns An instantiated pipeline from the serialized object.
  61474. */
  61475. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61476. /**
  61477. * Luminance steps
  61478. */
  61479. static LuminanceSteps: number;
  61480. }
  61481. }
  61482. declare module BABYLON {
  61483. /** @hidden */
  61484. export var tonemapPixelShader: {
  61485. name: string;
  61486. shader: string;
  61487. };
  61488. }
  61489. declare module BABYLON {
  61490. /** Defines operator used for tonemapping */
  61491. export enum TonemappingOperator {
  61492. /** Hable */
  61493. Hable = 0,
  61494. /** Reinhard */
  61495. Reinhard = 1,
  61496. /** HejiDawson */
  61497. HejiDawson = 2,
  61498. /** Photographic */
  61499. Photographic = 3
  61500. }
  61501. /**
  61502. * Defines a post process to apply tone mapping
  61503. */
  61504. export class TonemapPostProcess extends PostProcess {
  61505. private _operator;
  61506. /** Defines the required exposure adjustement */
  61507. exposureAdjustment: number;
  61508. /**
  61509. * Creates a new TonemapPostProcess
  61510. * @param name defines the name of the postprocess
  61511. * @param _operator defines the operator to use
  61512. * @param exposureAdjustment defines the required exposure adjustement
  61513. * @param camera defines the camera to use (can be null)
  61514. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61515. * @param engine defines the hosting engine (can be ignore if camera is set)
  61516. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61517. */
  61518. constructor(name: string, _operator: TonemappingOperator,
  61519. /** Defines the required exposure adjustement */
  61520. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61521. }
  61522. }
  61523. declare module BABYLON {
  61524. /** @hidden */
  61525. export var depthVertexShader: {
  61526. name: string;
  61527. shader: string;
  61528. };
  61529. }
  61530. declare module BABYLON {
  61531. /** @hidden */
  61532. export var volumetricLightScatteringPixelShader: {
  61533. name: string;
  61534. shader: string;
  61535. };
  61536. }
  61537. declare module BABYLON {
  61538. /** @hidden */
  61539. export var volumetricLightScatteringPassVertexShader: {
  61540. name: string;
  61541. shader: string;
  61542. };
  61543. }
  61544. declare module BABYLON {
  61545. /** @hidden */
  61546. export var volumetricLightScatteringPassPixelShader: {
  61547. name: string;
  61548. shader: string;
  61549. };
  61550. }
  61551. declare module BABYLON {
  61552. /**
  61553. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61554. */
  61555. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61556. private _volumetricLightScatteringPass;
  61557. private _volumetricLightScatteringRTT;
  61558. private _viewPort;
  61559. private _screenCoordinates;
  61560. private _cachedDefines;
  61561. /**
  61562. * If not undefined, the mesh position is computed from the attached node position
  61563. */
  61564. attachedNode: {
  61565. position: Vector3;
  61566. };
  61567. /**
  61568. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61569. */
  61570. customMeshPosition: Vector3;
  61571. /**
  61572. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61573. */
  61574. useCustomMeshPosition: boolean;
  61575. /**
  61576. * If the post-process should inverse the light scattering direction
  61577. */
  61578. invert: boolean;
  61579. /**
  61580. * The internal mesh used by the post-process
  61581. */
  61582. mesh: Mesh;
  61583. /**
  61584. * @hidden
  61585. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61586. */
  61587. useDiffuseColor: boolean;
  61588. /**
  61589. * Array containing the excluded meshes not rendered in the internal pass
  61590. */
  61591. excludedMeshes: AbstractMesh[];
  61592. /**
  61593. * Controls the overall intensity of the post-process
  61594. */
  61595. exposure: number;
  61596. /**
  61597. * Dissipates each sample's contribution in range [0, 1]
  61598. */
  61599. decay: number;
  61600. /**
  61601. * Controls the overall intensity of each sample
  61602. */
  61603. weight: number;
  61604. /**
  61605. * Controls the density of each sample
  61606. */
  61607. density: number;
  61608. /**
  61609. * @constructor
  61610. * @param name The post-process name
  61611. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61612. * @param camera The camera that the post-process will be attached to
  61613. * @param mesh The mesh used to create the light scattering
  61614. * @param samples The post-process quality, default 100
  61615. * @param samplingModeThe post-process filtering mode
  61616. * @param engine The babylon engine
  61617. * @param reusable If the post-process is reusable
  61618. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61619. */
  61620. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61621. /**
  61622. * Returns the string "VolumetricLightScatteringPostProcess"
  61623. * @returns "VolumetricLightScatteringPostProcess"
  61624. */
  61625. getClassName(): string;
  61626. private _isReady;
  61627. /**
  61628. * Sets the new light position for light scattering effect
  61629. * @param position The new custom light position
  61630. */
  61631. setCustomMeshPosition(position: Vector3): void;
  61632. /**
  61633. * Returns the light position for light scattering effect
  61634. * @return Vector3 The custom light position
  61635. */
  61636. getCustomMeshPosition(): Vector3;
  61637. /**
  61638. * Disposes the internal assets and detaches the post-process from the camera
  61639. */
  61640. dispose(camera: Camera): void;
  61641. /**
  61642. * Returns the render target texture used by the post-process
  61643. * @return the render target texture used by the post-process
  61644. */
  61645. getPass(): RenderTargetTexture;
  61646. private _meshExcluded;
  61647. private _createPass;
  61648. private _updateMeshScreenCoordinates;
  61649. /**
  61650. * Creates a default mesh for the Volumeric Light Scattering post-process
  61651. * @param name The mesh name
  61652. * @param scene The scene where to create the mesh
  61653. * @return the default mesh
  61654. */
  61655. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61656. }
  61657. }
  61658. declare module BABYLON {
  61659. interface Scene {
  61660. /** @hidden (Backing field) */
  61661. _boundingBoxRenderer: BoundingBoxRenderer;
  61662. /** @hidden (Backing field) */
  61663. _forceShowBoundingBoxes: boolean;
  61664. /**
  61665. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61666. */
  61667. forceShowBoundingBoxes: boolean;
  61668. /**
  61669. * Gets the bounding box renderer associated with the scene
  61670. * @returns a BoundingBoxRenderer
  61671. */
  61672. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61673. }
  61674. interface AbstractMesh {
  61675. /** @hidden (Backing field) */
  61676. _showBoundingBox: boolean;
  61677. /**
  61678. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61679. */
  61680. showBoundingBox: boolean;
  61681. }
  61682. /**
  61683. * Component responsible of rendering the bounding box of the meshes in a scene.
  61684. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61685. */
  61686. export class BoundingBoxRenderer implements ISceneComponent {
  61687. /**
  61688. * The component name helpfull to identify the component in the list of scene components.
  61689. */
  61690. readonly name: string;
  61691. /**
  61692. * The scene the component belongs to.
  61693. */
  61694. scene: Scene;
  61695. /**
  61696. * Color of the bounding box lines placed in front of an object
  61697. */
  61698. frontColor: Color3;
  61699. /**
  61700. * Color of the bounding box lines placed behind an object
  61701. */
  61702. backColor: Color3;
  61703. /**
  61704. * Defines if the renderer should show the back lines or not
  61705. */
  61706. showBackLines: boolean;
  61707. /**
  61708. * @hidden
  61709. */
  61710. renderList: SmartArray<BoundingBox>;
  61711. private _colorShader;
  61712. private _vertexBuffers;
  61713. private _indexBuffer;
  61714. private _fillIndexBuffer;
  61715. private _fillIndexData;
  61716. /**
  61717. * Instantiates a new bounding box renderer in a scene.
  61718. * @param scene the scene the renderer renders in
  61719. */
  61720. constructor(scene: Scene);
  61721. /**
  61722. * Registers the component in a given scene
  61723. */
  61724. register(): void;
  61725. private _evaluateSubMesh;
  61726. private _activeMesh;
  61727. private _prepareRessources;
  61728. private _createIndexBuffer;
  61729. /**
  61730. * Rebuilds the elements related to this component in case of
  61731. * context lost for instance.
  61732. */
  61733. rebuild(): void;
  61734. /**
  61735. * @hidden
  61736. */
  61737. reset(): void;
  61738. /**
  61739. * Render the bounding boxes of a specific rendering group
  61740. * @param renderingGroupId defines the rendering group to render
  61741. */
  61742. render(renderingGroupId: number): void;
  61743. /**
  61744. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61745. * @param mesh Define the mesh to render the occlusion bounding box for
  61746. */
  61747. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61748. /**
  61749. * Dispose and release the resources attached to this renderer.
  61750. */
  61751. dispose(): void;
  61752. }
  61753. }
  61754. declare module BABYLON {
  61755. /** @hidden */
  61756. export var depthPixelShader: {
  61757. name: string;
  61758. shader: string;
  61759. };
  61760. }
  61761. declare module BABYLON {
  61762. /**
  61763. * This represents a depth renderer in Babylon.
  61764. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61765. */
  61766. export class DepthRenderer {
  61767. private _scene;
  61768. private _depthMap;
  61769. private _effect;
  61770. private readonly _storeNonLinearDepth;
  61771. private readonly _clearColor;
  61772. /** Get if the depth renderer is using packed depth or not */
  61773. readonly isPacked: boolean;
  61774. private _cachedDefines;
  61775. private _camera;
  61776. /**
  61777. * Specifiess that the depth renderer will only be used within
  61778. * the camera it is created for.
  61779. * This can help forcing its rendering during the camera processing.
  61780. */
  61781. useOnlyInActiveCamera: boolean;
  61782. /** @hidden */
  61783. static _SceneComponentInitialization: (scene: Scene) => void;
  61784. /**
  61785. * Instantiates a depth renderer
  61786. * @param scene The scene the renderer belongs to
  61787. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61788. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61789. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61790. */
  61791. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61792. /**
  61793. * Creates the depth rendering effect and checks if the effect is ready.
  61794. * @param subMesh The submesh to be used to render the depth map of
  61795. * @param useInstances If multiple world instances should be used
  61796. * @returns if the depth renderer is ready to render the depth map
  61797. */
  61798. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61799. /**
  61800. * Gets the texture which the depth map will be written to.
  61801. * @returns The depth map texture
  61802. */
  61803. getDepthMap(): RenderTargetTexture;
  61804. /**
  61805. * Disposes of the depth renderer.
  61806. */
  61807. dispose(): void;
  61808. }
  61809. }
  61810. declare module BABYLON {
  61811. interface Scene {
  61812. /** @hidden (Backing field) */
  61813. _depthRenderer: {
  61814. [id: string]: DepthRenderer;
  61815. };
  61816. /**
  61817. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61818. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61819. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61820. * @returns the created depth renderer
  61821. */
  61822. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61823. /**
  61824. * Disables a depth renderer for a given camera
  61825. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61826. */
  61827. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61828. }
  61829. /**
  61830. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61831. * in several rendering techniques.
  61832. */
  61833. export class DepthRendererSceneComponent implements ISceneComponent {
  61834. /**
  61835. * The component name helpfull to identify the component in the list of scene components.
  61836. */
  61837. readonly name: string;
  61838. /**
  61839. * The scene the component belongs to.
  61840. */
  61841. scene: Scene;
  61842. /**
  61843. * Creates a new instance of the component for the given scene
  61844. * @param scene Defines the scene to register the component in
  61845. */
  61846. constructor(scene: Scene);
  61847. /**
  61848. * Registers the component in a given scene
  61849. */
  61850. register(): void;
  61851. /**
  61852. * Rebuilds the elements related to this component in case of
  61853. * context lost for instance.
  61854. */
  61855. rebuild(): void;
  61856. /**
  61857. * Disposes the component and the associated ressources
  61858. */
  61859. dispose(): void;
  61860. private _gatherRenderTargets;
  61861. private _gatherActiveCameraRenderTargets;
  61862. }
  61863. }
  61864. declare module BABYLON {
  61865. /** @hidden */
  61866. export var outlinePixelShader: {
  61867. name: string;
  61868. shader: string;
  61869. };
  61870. }
  61871. declare module BABYLON {
  61872. /** @hidden */
  61873. export var outlineVertexShader: {
  61874. name: string;
  61875. shader: string;
  61876. };
  61877. }
  61878. declare module BABYLON {
  61879. interface Scene {
  61880. /** @hidden */
  61881. _outlineRenderer: OutlineRenderer;
  61882. /**
  61883. * Gets the outline renderer associated with the scene
  61884. * @returns a OutlineRenderer
  61885. */
  61886. getOutlineRenderer(): OutlineRenderer;
  61887. }
  61888. interface AbstractMesh {
  61889. /** @hidden (Backing field) */
  61890. _renderOutline: boolean;
  61891. /**
  61892. * Gets or sets a boolean indicating if the outline must be rendered as well
  61893. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61894. */
  61895. renderOutline: boolean;
  61896. /** @hidden (Backing field) */
  61897. _renderOverlay: boolean;
  61898. /**
  61899. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61900. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61901. */
  61902. renderOverlay: boolean;
  61903. }
  61904. /**
  61905. * This class is responsible to draw bothe outline/overlay of meshes.
  61906. * It should not be used directly but through the available method on mesh.
  61907. */
  61908. export class OutlineRenderer implements ISceneComponent {
  61909. /**
  61910. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61911. */
  61912. private static _StencilReference;
  61913. /**
  61914. * The name of the component. Each component must have a unique name.
  61915. */
  61916. name: string;
  61917. /**
  61918. * The scene the component belongs to.
  61919. */
  61920. scene: Scene;
  61921. /**
  61922. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61923. */
  61924. zOffset: number;
  61925. private _engine;
  61926. private _effect;
  61927. private _cachedDefines;
  61928. private _savedDepthWrite;
  61929. /**
  61930. * Instantiates a new outline renderer. (There could be only one per scene).
  61931. * @param scene Defines the scene it belongs to
  61932. */
  61933. constructor(scene: Scene);
  61934. /**
  61935. * Register the component to one instance of a scene.
  61936. */
  61937. register(): void;
  61938. /**
  61939. * Rebuilds the elements related to this component in case of
  61940. * context lost for instance.
  61941. */
  61942. rebuild(): void;
  61943. /**
  61944. * Disposes the component and the associated ressources.
  61945. */
  61946. dispose(): void;
  61947. /**
  61948. * Renders the outline in the canvas.
  61949. * @param subMesh Defines the sumesh to render
  61950. * @param batch Defines the batch of meshes in case of instances
  61951. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61952. */
  61953. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61954. /**
  61955. * Returns whether or not the outline renderer is ready for a given submesh.
  61956. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61957. * @param subMesh Defines the submesh to check readyness for
  61958. * @param useInstances Defines wheter wee are trying to render instances or not
  61959. * @returns true if ready otherwise false
  61960. */
  61961. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61962. private _beforeRenderingMesh;
  61963. private _afterRenderingMesh;
  61964. }
  61965. }
  61966. declare module BABYLON {
  61967. /**
  61968. * Class used to manage multiple sprites of different sizes on the same spritesheet
  61969. * @see http://doc.babylonjs.com/babylon101/sprites
  61970. */
  61971. export class SpritePackedManager extends SpriteManager {
  61972. /** defines the packed manager's name */
  61973. name: string;
  61974. /**
  61975. * Creates a new sprite manager from a packed sprite sheet
  61976. * @param name defines the manager's name
  61977. * @param imgUrl defines the sprite sheet url
  61978. * @param capacity defines the maximum allowed number of sprites
  61979. * @param scene defines the hosting scene
  61980. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  61981. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  61982. * @param samplingMode defines the smapling mode to use with spritesheet
  61983. * @param fromPacked set to true; do not alter
  61984. */
  61985. constructor(
  61986. /** defines the packed manager's name */
  61987. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  61988. }
  61989. }
  61990. declare module BABYLON {
  61991. /**
  61992. * Defines the list of states available for a task inside a AssetsManager
  61993. */
  61994. export enum AssetTaskState {
  61995. /**
  61996. * Initialization
  61997. */
  61998. INIT = 0,
  61999. /**
  62000. * Running
  62001. */
  62002. RUNNING = 1,
  62003. /**
  62004. * Done
  62005. */
  62006. DONE = 2,
  62007. /**
  62008. * Error
  62009. */
  62010. ERROR = 3
  62011. }
  62012. /**
  62013. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62014. */
  62015. export abstract class AbstractAssetTask {
  62016. /**
  62017. * Task name
  62018. */ name: string;
  62019. /**
  62020. * Callback called when the task is successful
  62021. */
  62022. onSuccess: (task: any) => void;
  62023. /**
  62024. * Callback called when the task is not successful
  62025. */
  62026. onError: (task: any, message?: string, exception?: any) => void;
  62027. /**
  62028. * Creates a new AssetsManager
  62029. * @param name defines the name of the task
  62030. */
  62031. constructor(
  62032. /**
  62033. * Task name
  62034. */ name: string);
  62035. private _isCompleted;
  62036. private _taskState;
  62037. private _errorObject;
  62038. /**
  62039. * Get if the task is completed
  62040. */
  62041. readonly isCompleted: boolean;
  62042. /**
  62043. * Gets the current state of the task
  62044. */
  62045. readonly taskState: AssetTaskState;
  62046. /**
  62047. * Gets the current error object (if task is in error)
  62048. */
  62049. readonly errorObject: {
  62050. message?: string;
  62051. exception?: any;
  62052. };
  62053. /**
  62054. * Internal only
  62055. * @hidden
  62056. */
  62057. _setErrorObject(message?: string, exception?: any): void;
  62058. /**
  62059. * Execute the current task
  62060. * @param scene defines the scene where you want your assets to be loaded
  62061. * @param onSuccess is a callback called when the task is successfully executed
  62062. * @param onError is a callback called if an error occurs
  62063. */
  62064. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62065. /**
  62066. * Execute the current task
  62067. * @param scene defines the scene where you want your assets to be loaded
  62068. * @param onSuccess is a callback called when the task is successfully executed
  62069. * @param onError is a callback called if an error occurs
  62070. */
  62071. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62072. /**
  62073. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62074. * This can be used with failed tasks that have the reason for failure fixed.
  62075. */
  62076. reset(): void;
  62077. private onErrorCallback;
  62078. private onDoneCallback;
  62079. }
  62080. /**
  62081. * Define the interface used by progress events raised during assets loading
  62082. */
  62083. export interface IAssetsProgressEvent {
  62084. /**
  62085. * Defines the number of remaining tasks to process
  62086. */
  62087. remainingCount: number;
  62088. /**
  62089. * Defines the total number of tasks
  62090. */
  62091. totalCount: number;
  62092. /**
  62093. * Defines the task that was just processed
  62094. */
  62095. task: AbstractAssetTask;
  62096. }
  62097. /**
  62098. * Class used to share progress information about assets loading
  62099. */
  62100. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62101. /**
  62102. * Defines the number of remaining tasks to process
  62103. */
  62104. remainingCount: number;
  62105. /**
  62106. * Defines the total number of tasks
  62107. */
  62108. totalCount: number;
  62109. /**
  62110. * Defines the task that was just processed
  62111. */
  62112. task: AbstractAssetTask;
  62113. /**
  62114. * Creates a AssetsProgressEvent
  62115. * @param remainingCount defines the number of remaining tasks to process
  62116. * @param totalCount defines the total number of tasks
  62117. * @param task defines the task that was just processed
  62118. */
  62119. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62120. }
  62121. /**
  62122. * Define a task used by AssetsManager to load meshes
  62123. */
  62124. export class MeshAssetTask extends AbstractAssetTask {
  62125. /**
  62126. * Defines the name of the task
  62127. */
  62128. name: string;
  62129. /**
  62130. * Defines the list of mesh's names you want to load
  62131. */
  62132. meshesNames: any;
  62133. /**
  62134. * Defines the root url to use as a base to load your meshes and associated resources
  62135. */
  62136. rootUrl: string;
  62137. /**
  62138. * Defines the filename of the scene to load from
  62139. */
  62140. sceneFilename: string;
  62141. /**
  62142. * Gets the list of loaded meshes
  62143. */
  62144. loadedMeshes: Array<AbstractMesh>;
  62145. /**
  62146. * Gets the list of loaded particle systems
  62147. */
  62148. loadedParticleSystems: Array<IParticleSystem>;
  62149. /**
  62150. * Gets the list of loaded skeletons
  62151. */
  62152. loadedSkeletons: Array<Skeleton>;
  62153. /**
  62154. * Gets the list of loaded animation groups
  62155. */
  62156. loadedAnimationGroups: Array<AnimationGroup>;
  62157. /**
  62158. * Callback called when the task is successful
  62159. */
  62160. onSuccess: (task: MeshAssetTask) => void;
  62161. /**
  62162. * Callback called when the task is successful
  62163. */
  62164. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62165. /**
  62166. * Creates a new MeshAssetTask
  62167. * @param name defines the name of the task
  62168. * @param meshesNames defines the list of mesh's names you want to load
  62169. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62170. * @param sceneFilename defines the filename of the scene to load from
  62171. */
  62172. constructor(
  62173. /**
  62174. * Defines the name of the task
  62175. */
  62176. name: string,
  62177. /**
  62178. * Defines the list of mesh's names you want to load
  62179. */
  62180. meshesNames: any,
  62181. /**
  62182. * Defines the root url to use as a base to load your meshes and associated resources
  62183. */
  62184. rootUrl: string,
  62185. /**
  62186. * Defines the filename of the scene to load from
  62187. */
  62188. sceneFilename: string);
  62189. /**
  62190. * Execute the current task
  62191. * @param scene defines the scene where you want your assets to be loaded
  62192. * @param onSuccess is a callback called when the task is successfully executed
  62193. * @param onError is a callback called if an error occurs
  62194. */
  62195. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62196. }
  62197. /**
  62198. * Define a task used by AssetsManager to load text content
  62199. */
  62200. export class TextFileAssetTask extends AbstractAssetTask {
  62201. /**
  62202. * Defines the name of the task
  62203. */
  62204. name: string;
  62205. /**
  62206. * Defines the location of the file to load
  62207. */
  62208. url: string;
  62209. /**
  62210. * Gets the loaded text string
  62211. */
  62212. text: string;
  62213. /**
  62214. * Callback called when the task is successful
  62215. */
  62216. onSuccess: (task: TextFileAssetTask) => void;
  62217. /**
  62218. * Callback called when the task is successful
  62219. */
  62220. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62221. /**
  62222. * Creates a new TextFileAssetTask object
  62223. * @param name defines the name of the task
  62224. * @param url defines the location of the file to load
  62225. */
  62226. constructor(
  62227. /**
  62228. * Defines the name of the task
  62229. */
  62230. name: string,
  62231. /**
  62232. * Defines the location of the file to load
  62233. */
  62234. url: string);
  62235. /**
  62236. * Execute the current task
  62237. * @param scene defines the scene where you want your assets to be loaded
  62238. * @param onSuccess is a callback called when the task is successfully executed
  62239. * @param onError is a callback called if an error occurs
  62240. */
  62241. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62242. }
  62243. /**
  62244. * Define a task used by AssetsManager to load binary data
  62245. */
  62246. export class BinaryFileAssetTask extends AbstractAssetTask {
  62247. /**
  62248. * Defines the name of the task
  62249. */
  62250. name: string;
  62251. /**
  62252. * Defines the location of the file to load
  62253. */
  62254. url: string;
  62255. /**
  62256. * Gets the lodaded data (as an array buffer)
  62257. */
  62258. data: ArrayBuffer;
  62259. /**
  62260. * Callback called when the task is successful
  62261. */
  62262. onSuccess: (task: BinaryFileAssetTask) => void;
  62263. /**
  62264. * Callback called when the task is successful
  62265. */
  62266. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62267. /**
  62268. * Creates a new BinaryFileAssetTask object
  62269. * @param name defines the name of the new task
  62270. * @param url defines the location of the file to load
  62271. */
  62272. constructor(
  62273. /**
  62274. * Defines the name of the task
  62275. */
  62276. name: string,
  62277. /**
  62278. * Defines the location of the file to load
  62279. */
  62280. url: string);
  62281. /**
  62282. * Execute the current task
  62283. * @param scene defines the scene where you want your assets to be loaded
  62284. * @param onSuccess is a callback called when the task is successfully executed
  62285. * @param onError is a callback called if an error occurs
  62286. */
  62287. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62288. }
  62289. /**
  62290. * Define a task used by AssetsManager to load images
  62291. */
  62292. export class ImageAssetTask extends AbstractAssetTask {
  62293. /**
  62294. * Defines the name of the task
  62295. */
  62296. name: string;
  62297. /**
  62298. * Defines the location of the image to load
  62299. */
  62300. url: string;
  62301. /**
  62302. * Gets the loaded images
  62303. */
  62304. image: HTMLImageElement;
  62305. /**
  62306. * Callback called when the task is successful
  62307. */
  62308. onSuccess: (task: ImageAssetTask) => void;
  62309. /**
  62310. * Callback called when the task is successful
  62311. */
  62312. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62313. /**
  62314. * Creates a new ImageAssetTask
  62315. * @param name defines the name of the task
  62316. * @param url defines the location of the image to load
  62317. */
  62318. constructor(
  62319. /**
  62320. * Defines the name of the task
  62321. */
  62322. name: string,
  62323. /**
  62324. * Defines the location of the image to load
  62325. */
  62326. url: string);
  62327. /**
  62328. * Execute the current task
  62329. * @param scene defines the scene where you want your assets to be loaded
  62330. * @param onSuccess is a callback called when the task is successfully executed
  62331. * @param onError is a callback called if an error occurs
  62332. */
  62333. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62334. }
  62335. /**
  62336. * Defines the interface used by texture loading tasks
  62337. */
  62338. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62339. /**
  62340. * Gets the loaded texture
  62341. */
  62342. texture: TEX;
  62343. }
  62344. /**
  62345. * Define a task used by AssetsManager to load 2D textures
  62346. */
  62347. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62348. /**
  62349. * Defines the name of the task
  62350. */
  62351. name: string;
  62352. /**
  62353. * Defines the location of the file to load
  62354. */
  62355. url: string;
  62356. /**
  62357. * Defines if mipmap should not be generated (default is false)
  62358. */
  62359. noMipmap?: boolean | undefined;
  62360. /**
  62361. * Defines if texture must be inverted on Y axis (default is false)
  62362. */
  62363. invertY?: boolean | undefined;
  62364. /**
  62365. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62366. */
  62367. samplingMode: number;
  62368. /**
  62369. * Gets the loaded texture
  62370. */
  62371. texture: Texture;
  62372. /**
  62373. * Callback called when the task is successful
  62374. */
  62375. onSuccess: (task: TextureAssetTask) => void;
  62376. /**
  62377. * Callback called when the task is successful
  62378. */
  62379. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62380. /**
  62381. * Creates a new TextureAssetTask object
  62382. * @param name defines the name of the task
  62383. * @param url defines the location of the file to load
  62384. * @param noMipmap defines if mipmap should not be generated (default is false)
  62385. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62386. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62387. */
  62388. constructor(
  62389. /**
  62390. * Defines the name of the task
  62391. */
  62392. name: string,
  62393. /**
  62394. * Defines the location of the file to load
  62395. */
  62396. url: string,
  62397. /**
  62398. * Defines if mipmap should not be generated (default is false)
  62399. */
  62400. noMipmap?: boolean | undefined,
  62401. /**
  62402. * Defines if texture must be inverted on Y axis (default is false)
  62403. */
  62404. invertY?: boolean | undefined,
  62405. /**
  62406. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62407. */
  62408. samplingMode?: number);
  62409. /**
  62410. * Execute the current task
  62411. * @param scene defines the scene where you want your assets to be loaded
  62412. * @param onSuccess is a callback called when the task is successfully executed
  62413. * @param onError is a callback called if an error occurs
  62414. */
  62415. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62416. }
  62417. /**
  62418. * Define a task used by AssetsManager to load cube textures
  62419. */
  62420. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62421. /**
  62422. * Defines the name of the task
  62423. */
  62424. name: string;
  62425. /**
  62426. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62427. */
  62428. url: string;
  62429. /**
  62430. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62431. */
  62432. extensions?: string[] | undefined;
  62433. /**
  62434. * Defines if mipmaps should not be generated (default is false)
  62435. */
  62436. noMipmap?: boolean | undefined;
  62437. /**
  62438. * Defines the explicit list of files (undefined by default)
  62439. */
  62440. files?: string[] | undefined;
  62441. /**
  62442. * Gets the loaded texture
  62443. */
  62444. texture: CubeTexture;
  62445. /**
  62446. * Callback called when the task is successful
  62447. */
  62448. onSuccess: (task: CubeTextureAssetTask) => void;
  62449. /**
  62450. * Callback called when the task is successful
  62451. */
  62452. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62453. /**
  62454. * Creates a new CubeTextureAssetTask
  62455. * @param name defines the name of the task
  62456. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62457. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62458. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62459. * @param files defines the explicit list of files (undefined by default)
  62460. */
  62461. constructor(
  62462. /**
  62463. * Defines the name of the task
  62464. */
  62465. name: string,
  62466. /**
  62467. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62468. */
  62469. url: string,
  62470. /**
  62471. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62472. */
  62473. extensions?: string[] | undefined,
  62474. /**
  62475. * Defines if mipmaps should not be generated (default is false)
  62476. */
  62477. noMipmap?: boolean | undefined,
  62478. /**
  62479. * Defines the explicit list of files (undefined by default)
  62480. */
  62481. files?: string[] | undefined);
  62482. /**
  62483. * Execute the current task
  62484. * @param scene defines the scene where you want your assets to be loaded
  62485. * @param onSuccess is a callback called when the task is successfully executed
  62486. * @param onError is a callback called if an error occurs
  62487. */
  62488. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62489. }
  62490. /**
  62491. * Define a task used by AssetsManager to load HDR cube textures
  62492. */
  62493. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62494. /**
  62495. * Defines the name of the task
  62496. */
  62497. name: string;
  62498. /**
  62499. * Defines the location of the file to load
  62500. */
  62501. url: string;
  62502. /**
  62503. * Defines the desired size (the more it increases the longer the generation will be)
  62504. */
  62505. size: number;
  62506. /**
  62507. * Defines if mipmaps should not be generated (default is false)
  62508. */
  62509. noMipmap: boolean;
  62510. /**
  62511. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62512. */
  62513. generateHarmonics: boolean;
  62514. /**
  62515. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62516. */
  62517. gammaSpace: boolean;
  62518. /**
  62519. * Internal Use Only
  62520. */
  62521. reserved: boolean;
  62522. /**
  62523. * Gets the loaded texture
  62524. */
  62525. texture: HDRCubeTexture;
  62526. /**
  62527. * Callback called when the task is successful
  62528. */
  62529. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62530. /**
  62531. * Callback called when the task is successful
  62532. */
  62533. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62534. /**
  62535. * Creates a new HDRCubeTextureAssetTask object
  62536. * @param name defines the name of the task
  62537. * @param url defines the location of the file to load
  62538. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  62539. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62540. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62541. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62542. * @param reserved Internal use only
  62543. */
  62544. constructor(
  62545. /**
  62546. * Defines the name of the task
  62547. */
  62548. name: string,
  62549. /**
  62550. * Defines the location of the file to load
  62551. */
  62552. url: string,
  62553. /**
  62554. * Defines the desired size (the more it increases the longer the generation will be)
  62555. */
  62556. size: number,
  62557. /**
  62558. * Defines if mipmaps should not be generated (default is false)
  62559. */
  62560. noMipmap?: boolean,
  62561. /**
  62562. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62563. */
  62564. generateHarmonics?: boolean,
  62565. /**
  62566. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62567. */
  62568. gammaSpace?: boolean,
  62569. /**
  62570. * Internal Use Only
  62571. */
  62572. reserved?: boolean);
  62573. /**
  62574. * Execute the current task
  62575. * @param scene defines the scene where you want your assets to be loaded
  62576. * @param onSuccess is a callback called when the task is successfully executed
  62577. * @param onError is a callback called if an error occurs
  62578. */
  62579. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62580. }
  62581. /**
  62582. * Define a task used by AssetsManager to load Equirectangular cube textures
  62583. */
  62584. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62585. /**
  62586. * Defines the name of the task
  62587. */
  62588. name: string;
  62589. /**
  62590. * Defines the location of the file to load
  62591. */
  62592. url: string;
  62593. /**
  62594. * Defines the desired size (the more it increases the longer the generation will be)
  62595. */
  62596. size: number;
  62597. /**
  62598. * Defines if mipmaps should not be generated (default is false)
  62599. */
  62600. noMipmap: boolean;
  62601. /**
  62602. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62603. * but the standard material would require them in Gamma space) (default is true)
  62604. */
  62605. gammaSpace: boolean;
  62606. /**
  62607. * Gets the loaded texture
  62608. */
  62609. texture: EquiRectangularCubeTexture;
  62610. /**
  62611. * Callback called when the task is successful
  62612. */
  62613. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62614. /**
  62615. * Callback called when the task is successful
  62616. */
  62617. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62618. /**
  62619. * Creates a new EquiRectangularCubeTextureAssetTask object
  62620. * @param name defines the name of the task
  62621. * @param url defines the location of the file to load
  62622. * @param size defines the desired size (the more it increases the longer the generation will be)
  62623. * If the size is omitted this implies you are using a preprocessed cubemap.
  62624. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62625. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62626. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62627. * (default is true)
  62628. */
  62629. constructor(
  62630. /**
  62631. * Defines the name of the task
  62632. */
  62633. name: string,
  62634. /**
  62635. * Defines the location of the file to load
  62636. */
  62637. url: string,
  62638. /**
  62639. * Defines the desired size (the more it increases the longer the generation will be)
  62640. */
  62641. size: number,
  62642. /**
  62643. * Defines if mipmaps should not be generated (default is false)
  62644. */
  62645. noMipmap?: boolean,
  62646. /**
  62647. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62648. * but the standard material would require them in Gamma space) (default is true)
  62649. */
  62650. gammaSpace?: boolean);
  62651. /**
  62652. * Execute the current task
  62653. * @param scene defines the scene where you want your assets to be loaded
  62654. * @param onSuccess is a callback called when the task is successfully executed
  62655. * @param onError is a callback called if an error occurs
  62656. */
  62657. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62658. }
  62659. /**
  62660. * This class can be used to easily import assets into a scene
  62661. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62662. */
  62663. export class AssetsManager {
  62664. private _scene;
  62665. private _isLoading;
  62666. protected _tasks: AbstractAssetTask[];
  62667. protected _waitingTasksCount: number;
  62668. protected _totalTasksCount: number;
  62669. /**
  62670. * Callback called when all tasks are processed
  62671. */
  62672. onFinish: (tasks: AbstractAssetTask[]) => void;
  62673. /**
  62674. * Callback called when a task is successful
  62675. */
  62676. onTaskSuccess: (task: AbstractAssetTask) => void;
  62677. /**
  62678. * Callback called when a task had an error
  62679. */
  62680. onTaskError: (task: AbstractAssetTask) => void;
  62681. /**
  62682. * Callback called when a task is done (whatever the result is)
  62683. */
  62684. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62685. /**
  62686. * Observable called when all tasks are processed
  62687. */
  62688. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62689. /**
  62690. * Observable called when a task had an error
  62691. */
  62692. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62693. /**
  62694. * Observable called when all tasks were executed
  62695. */
  62696. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62697. /**
  62698. * Observable called when a task is done (whatever the result is)
  62699. */
  62700. onProgressObservable: Observable<IAssetsProgressEvent>;
  62701. /**
  62702. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62703. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62704. */
  62705. useDefaultLoadingScreen: boolean;
  62706. /**
  62707. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62708. * when all assets have been downloaded.
  62709. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62710. */
  62711. autoHideLoadingUI: boolean;
  62712. /**
  62713. * Creates a new AssetsManager
  62714. * @param scene defines the scene to work on
  62715. */
  62716. constructor(scene: Scene);
  62717. /**
  62718. * Add a MeshAssetTask to the list of active tasks
  62719. * @param taskName defines the name of the new task
  62720. * @param meshesNames defines the name of meshes to load
  62721. * @param rootUrl defines the root url to use to locate files
  62722. * @param sceneFilename defines the filename of the scene file
  62723. * @returns a new MeshAssetTask object
  62724. */
  62725. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62726. /**
  62727. * Add a TextFileAssetTask to the list of active tasks
  62728. * @param taskName defines the name of the new task
  62729. * @param url defines the url of the file to load
  62730. * @returns a new TextFileAssetTask object
  62731. */
  62732. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62733. /**
  62734. * Add a BinaryFileAssetTask to the list of active tasks
  62735. * @param taskName defines the name of the new task
  62736. * @param url defines the url of the file to load
  62737. * @returns a new BinaryFileAssetTask object
  62738. */
  62739. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62740. /**
  62741. * Add a ImageAssetTask to the list of active tasks
  62742. * @param taskName defines the name of the new task
  62743. * @param url defines the url of the file to load
  62744. * @returns a new ImageAssetTask object
  62745. */
  62746. addImageTask(taskName: string, url: string): ImageAssetTask;
  62747. /**
  62748. * Add a TextureAssetTask to the list of active tasks
  62749. * @param taskName defines the name of the new task
  62750. * @param url defines the url of the file to load
  62751. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62752. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62753. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62754. * @returns a new TextureAssetTask object
  62755. */
  62756. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62757. /**
  62758. * Add a CubeTextureAssetTask to the list of active tasks
  62759. * @param taskName defines the name of the new task
  62760. * @param url defines the url of the file to load
  62761. * @param extensions defines the extension to use to load the cube map (can be null)
  62762. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62763. * @param files defines the list of files to load (can be null)
  62764. * @returns a new CubeTextureAssetTask object
  62765. */
  62766. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62767. /**
  62768. *
  62769. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62770. * @param taskName defines the name of the new task
  62771. * @param url defines the url of the file to load
  62772. * @param size defines the size you want for the cubemap (can be null)
  62773. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62774. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62775. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62776. * @param reserved Internal use only
  62777. * @returns a new HDRCubeTextureAssetTask object
  62778. */
  62779. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62780. /**
  62781. *
  62782. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62783. * @param taskName defines the name of the new task
  62784. * @param url defines the url of the file to load
  62785. * @param size defines the size you want for the cubemap (can be null)
  62786. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62787. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62788. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62789. * @returns a new EquiRectangularCubeTextureAssetTask object
  62790. */
  62791. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62792. /**
  62793. * Remove a task from the assets manager.
  62794. * @param task the task to remove
  62795. */
  62796. removeTask(task: AbstractAssetTask): void;
  62797. private _decreaseWaitingTasksCount;
  62798. private _runTask;
  62799. /**
  62800. * Reset the AssetsManager and remove all tasks
  62801. * @return the current instance of the AssetsManager
  62802. */
  62803. reset(): AssetsManager;
  62804. /**
  62805. * Start the loading process
  62806. * @return the current instance of the AssetsManager
  62807. */
  62808. load(): AssetsManager;
  62809. /**
  62810. * Start the loading process as an async operation
  62811. * @return a promise returning the list of failed tasks
  62812. */
  62813. loadAsync(): Promise<void>;
  62814. }
  62815. }
  62816. declare module BABYLON {
  62817. /**
  62818. * Wrapper class for promise with external resolve and reject.
  62819. */
  62820. export class Deferred<T> {
  62821. /**
  62822. * The promise associated with this deferred object.
  62823. */
  62824. readonly promise: Promise<T>;
  62825. private _resolve;
  62826. private _reject;
  62827. /**
  62828. * The resolve method of the promise associated with this deferred object.
  62829. */
  62830. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62831. /**
  62832. * The reject method of the promise associated with this deferred object.
  62833. */
  62834. readonly reject: (reason?: any) => void;
  62835. /**
  62836. * Constructor for this deferred object.
  62837. */
  62838. constructor();
  62839. }
  62840. }
  62841. declare module BABYLON {
  62842. /**
  62843. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62844. */
  62845. export class MeshExploder {
  62846. private _centerMesh;
  62847. private _meshes;
  62848. private _meshesOrigins;
  62849. private _toCenterVectors;
  62850. private _scaledDirection;
  62851. private _newPosition;
  62852. private _centerPosition;
  62853. /**
  62854. * Explodes meshes from a center mesh.
  62855. * @param meshes The meshes to explode.
  62856. * @param centerMesh The mesh to be center of explosion.
  62857. */
  62858. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62859. private _setCenterMesh;
  62860. /**
  62861. * Get class name
  62862. * @returns "MeshExploder"
  62863. */
  62864. getClassName(): string;
  62865. /**
  62866. * "Exploded meshes"
  62867. * @returns Array of meshes with the centerMesh at index 0.
  62868. */
  62869. getMeshes(): Array<Mesh>;
  62870. /**
  62871. * Explodes meshes giving a specific direction
  62872. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62873. */
  62874. explode(direction?: number): void;
  62875. }
  62876. }
  62877. declare module BABYLON {
  62878. /**
  62879. * Class used to help managing file picking and drag'n'drop
  62880. */
  62881. export class FilesInput {
  62882. /**
  62883. * List of files ready to be loaded
  62884. */
  62885. static readonly FilesToLoad: {
  62886. [key: string]: File;
  62887. };
  62888. /**
  62889. * Callback called when a file is processed
  62890. */
  62891. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62892. private _engine;
  62893. private _currentScene;
  62894. private _sceneLoadedCallback;
  62895. private _progressCallback;
  62896. private _additionalRenderLoopLogicCallback;
  62897. private _textureLoadingCallback;
  62898. private _startingProcessingFilesCallback;
  62899. private _onReloadCallback;
  62900. private _errorCallback;
  62901. private _elementToMonitor;
  62902. private _sceneFileToLoad;
  62903. private _filesToLoad;
  62904. /**
  62905. * Creates a new FilesInput
  62906. * @param engine defines the rendering engine
  62907. * @param scene defines the hosting scene
  62908. * @param sceneLoadedCallback callback called when scene is loaded
  62909. * @param progressCallback callback called to track progress
  62910. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62911. * @param textureLoadingCallback callback called when a texture is loading
  62912. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62913. * @param onReloadCallback callback called when a reload is requested
  62914. * @param errorCallback callback call if an error occurs
  62915. */
  62916. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  62917. private _dragEnterHandler;
  62918. private _dragOverHandler;
  62919. private _dropHandler;
  62920. /**
  62921. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62922. * @param elementToMonitor defines the DOM element to track
  62923. */
  62924. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62925. /**
  62926. * Release all associated resources
  62927. */
  62928. dispose(): void;
  62929. private renderFunction;
  62930. private drag;
  62931. private drop;
  62932. private _traverseFolder;
  62933. private _processFiles;
  62934. /**
  62935. * Load files from a drop event
  62936. * @param event defines the drop event to use as source
  62937. */
  62938. loadFiles(event: any): void;
  62939. private _processReload;
  62940. /**
  62941. * Reload the current scene from the loaded files
  62942. */
  62943. reload(): void;
  62944. }
  62945. }
  62946. declare module BABYLON {
  62947. /**
  62948. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62949. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62950. */
  62951. export class SceneOptimization {
  62952. /**
  62953. * Defines the priority of this optimization (0 by default which means first in the list)
  62954. */
  62955. priority: number;
  62956. /**
  62957. * Gets a string describing the action executed by the current optimization
  62958. * @returns description string
  62959. */
  62960. getDescription(): string;
  62961. /**
  62962. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62963. * @param scene defines the current scene where to apply this optimization
  62964. * @param optimizer defines the current optimizer
  62965. * @returns true if everything that can be done was applied
  62966. */
  62967. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62968. /**
  62969. * Creates the SceneOptimization object
  62970. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62971. * @param desc defines the description associated with the optimization
  62972. */
  62973. constructor(
  62974. /**
  62975. * Defines the priority of this optimization (0 by default which means first in the list)
  62976. */
  62977. priority?: number);
  62978. }
  62979. /**
  62980. * Defines an optimization used to reduce the size of render target textures
  62981. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62982. */
  62983. export class TextureOptimization extends SceneOptimization {
  62984. /**
  62985. * Defines the priority of this optimization (0 by default which means first in the list)
  62986. */
  62987. priority: number;
  62988. /**
  62989. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  62990. */
  62991. maximumSize: number;
  62992. /**
  62993. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62994. */
  62995. step: number;
  62996. /**
  62997. * Gets a string describing the action executed by the current optimization
  62998. * @returns description string
  62999. */
  63000. getDescription(): string;
  63001. /**
  63002. * Creates the TextureOptimization object
  63003. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63004. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63005. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63006. */
  63007. constructor(
  63008. /**
  63009. * Defines the priority of this optimization (0 by default which means first in the list)
  63010. */
  63011. priority?: number,
  63012. /**
  63013. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63014. */
  63015. maximumSize?: number,
  63016. /**
  63017. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63018. */
  63019. step?: number);
  63020. /**
  63021. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63022. * @param scene defines the current scene where to apply this optimization
  63023. * @param optimizer defines the current optimizer
  63024. * @returns true if everything that can be done was applied
  63025. */
  63026. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63027. }
  63028. /**
  63029. * Defines an optimization used to increase or decrease the rendering resolution
  63030. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63031. */
  63032. export class HardwareScalingOptimization extends SceneOptimization {
  63033. /**
  63034. * Defines the priority of this optimization (0 by default which means first in the list)
  63035. */
  63036. priority: number;
  63037. /**
  63038. * Defines the maximum scale to use (2 by default)
  63039. */
  63040. maximumScale: number;
  63041. /**
  63042. * Defines the step to use between two passes (0.5 by default)
  63043. */
  63044. step: number;
  63045. private _currentScale;
  63046. private _directionOffset;
  63047. /**
  63048. * Gets a string describing the action executed by the current optimization
  63049. * @return description string
  63050. */
  63051. getDescription(): string;
  63052. /**
  63053. * Creates the HardwareScalingOptimization object
  63054. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63055. * @param maximumScale defines the maximum scale to use (2 by default)
  63056. * @param step defines the step to use between two passes (0.5 by default)
  63057. */
  63058. constructor(
  63059. /**
  63060. * Defines the priority of this optimization (0 by default which means first in the list)
  63061. */
  63062. priority?: number,
  63063. /**
  63064. * Defines the maximum scale to use (2 by default)
  63065. */
  63066. maximumScale?: number,
  63067. /**
  63068. * Defines the step to use between two passes (0.5 by default)
  63069. */
  63070. step?: number);
  63071. /**
  63072. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63073. * @param scene defines the current scene where to apply this optimization
  63074. * @param optimizer defines the current optimizer
  63075. * @returns true if everything that can be done was applied
  63076. */
  63077. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63078. }
  63079. /**
  63080. * Defines an optimization used to remove shadows
  63081. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63082. */
  63083. export class ShadowsOptimization extends SceneOptimization {
  63084. /**
  63085. * Gets a string describing the action executed by the current optimization
  63086. * @return description string
  63087. */
  63088. getDescription(): string;
  63089. /**
  63090. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63091. * @param scene defines the current scene where to apply this optimization
  63092. * @param optimizer defines the current optimizer
  63093. * @returns true if everything that can be done was applied
  63094. */
  63095. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63096. }
  63097. /**
  63098. * Defines an optimization used to turn post-processes off
  63099. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63100. */
  63101. export class PostProcessesOptimization extends SceneOptimization {
  63102. /**
  63103. * Gets a string describing the action executed by the current optimization
  63104. * @return description string
  63105. */
  63106. getDescription(): string;
  63107. /**
  63108. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63109. * @param scene defines the current scene where to apply this optimization
  63110. * @param optimizer defines the current optimizer
  63111. * @returns true if everything that can be done was applied
  63112. */
  63113. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63114. }
  63115. /**
  63116. * Defines an optimization used to turn lens flares off
  63117. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63118. */
  63119. export class LensFlaresOptimization extends SceneOptimization {
  63120. /**
  63121. * Gets a string describing the action executed by the current optimization
  63122. * @return description string
  63123. */
  63124. getDescription(): string;
  63125. /**
  63126. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63127. * @param scene defines the current scene where to apply this optimization
  63128. * @param optimizer defines the current optimizer
  63129. * @returns true if everything that can be done was applied
  63130. */
  63131. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63132. }
  63133. /**
  63134. * Defines an optimization based on user defined callback.
  63135. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63136. */
  63137. export class CustomOptimization extends SceneOptimization {
  63138. /**
  63139. * Callback called to apply the custom optimization.
  63140. */
  63141. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63142. /**
  63143. * Callback called to get custom description
  63144. */
  63145. onGetDescription: () => string;
  63146. /**
  63147. * Gets a string describing the action executed by the current optimization
  63148. * @returns description string
  63149. */
  63150. getDescription(): string;
  63151. /**
  63152. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63153. * @param scene defines the current scene where to apply this optimization
  63154. * @param optimizer defines the current optimizer
  63155. * @returns true if everything that can be done was applied
  63156. */
  63157. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63158. }
  63159. /**
  63160. * Defines an optimization used to turn particles off
  63161. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63162. */
  63163. export class ParticlesOptimization extends SceneOptimization {
  63164. /**
  63165. * Gets a string describing the action executed by the current optimization
  63166. * @return description string
  63167. */
  63168. getDescription(): string;
  63169. /**
  63170. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63171. * @param scene defines the current scene where to apply this optimization
  63172. * @param optimizer defines the current optimizer
  63173. * @returns true if everything that can be done was applied
  63174. */
  63175. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63176. }
  63177. /**
  63178. * Defines an optimization used to turn render targets off
  63179. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63180. */
  63181. export class RenderTargetsOptimization extends SceneOptimization {
  63182. /**
  63183. * Gets a string describing the action executed by the current optimization
  63184. * @return description string
  63185. */
  63186. getDescription(): string;
  63187. /**
  63188. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63189. * @param scene defines the current scene where to apply this optimization
  63190. * @param optimizer defines the current optimizer
  63191. * @returns true if everything that can be done was applied
  63192. */
  63193. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63194. }
  63195. /**
  63196. * Defines an optimization used to merge meshes with compatible materials
  63197. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63198. */
  63199. export class MergeMeshesOptimization extends SceneOptimization {
  63200. private static _UpdateSelectionTree;
  63201. /**
  63202. * Gets or sets a boolean which defines if optimization octree has to be updated
  63203. */
  63204. /**
  63205. * Gets or sets a boolean which defines if optimization octree has to be updated
  63206. */
  63207. static UpdateSelectionTree: boolean;
  63208. /**
  63209. * Gets a string describing the action executed by the current optimization
  63210. * @return description string
  63211. */
  63212. getDescription(): string;
  63213. private _canBeMerged;
  63214. /**
  63215. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63216. * @param scene defines the current scene where to apply this optimization
  63217. * @param optimizer defines the current optimizer
  63218. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63219. * @returns true if everything that can be done was applied
  63220. */
  63221. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63222. }
  63223. /**
  63224. * Defines a list of options used by SceneOptimizer
  63225. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63226. */
  63227. export class SceneOptimizerOptions {
  63228. /**
  63229. * Defines the target frame rate to reach (60 by default)
  63230. */
  63231. targetFrameRate: number;
  63232. /**
  63233. * Defines the interval between two checkes (2000ms by default)
  63234. */
  63235. trackerDuration: number;
  63236. /**
  63237. * Gets the list of optimizations to apply
  63238. */
  63239. optimizations: SceneOptimization[];
  63240. /**
  63241. * Creates a new list of options used by SceneOptimizer
  63242. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63243. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63244. */
  63245. constructor(
  63246. /**
  63247. * Defines the target frame rate to reach (60 by default)
  63248. */
  63249. targetFrameRate?: number,
  63250. /**
  63251. * Defines the interval between two checkes (2000ms by default)
  63252. */
  63253. trackerDuration?: number);
  63254. /**
  63255. * Add a new optimization
  63256. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63257. * @returns the current SceneOptimizerOptions
  63258. */
  63259. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63260. /**
  63261. * Add a new custom optimization
  63262. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63263. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63264. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63265. * @returns the current SceneOptimizerOptions
  63266. */
  63267. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63268. /**
  63269. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63270. * @param targetFrameRate defines the target frame rate (60 by default)
  63271. * @returns a SceneOptimizerOptions object
  63272. */
  63273. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63274. /**
  63275. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63276. * @param targetFrameRate defines the target frame rate (60 by default)
  63277. * @returns a SceneOptimizerOptions object
  63278. */
  63279. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63280. /**
  63281. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63282. * @param targetFrameRate defines the target frame rate (60 by default)
  63283. * @returns a SceneOptimizerOptions object
  63284. */
  63285. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63286. }
  63287. /**
  63288. * Class used to run optimizations in order to reach a target frame rate
  63289. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63290. */
  63291. export class SceneOptimizer implements IDisposable {
  63292. private _isRunning;
  63293. private _options;
  63294. private _scene;
  63295. private _currentPriorityLevel;
  63296. private _targetFrameRate;
  63297. private _trackerDuration;
  63298. private _currentFrameRate;
  63299. private _sceneDisposeObserver;
  63300. private _improvementMode;
  63301. /**
  63302. * Defines an observable called when the optimizer reaches the target frame rate
  63303. */
  63304. onSuccessObservable: Observable<SceneOptimizer>;
  63305. /**
  63306. * Defines an observable called when the optimizer enables an optimization
  63307. */
  63308. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63309. /**
  63310. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63311. */
  63312. onFailureObservable: Observable<SceneOptimizer>;
  63313. /**
  63314. * Gets a boolean indicating if the optimizer is in improvement mode
  63315. */
  63316. readonly isInImprovementMode: boolean;
  63317. /**
  63318. * Gets the current priority level (0 at start)
  63319. */
  63320. readonly currentPriorityLevel: number;
  63321. /**
  63322. * Gets the current frame rate checked by the SceneOptimizer
  63323. */
  63324. readonly currentFrameRate: number;
  63325. /**
  63326. * Gets or sets the current target frame rate (60 by default)
  63327. */
  63328. /**
  63329. * Gets or sets the current target frame rate (60 by default)
  63330. */
  63331. targetFrameRate: number;
  63332. /**
  63333. * Gets or sets the current interval between two checks (every 2000ms by default)
  63334. */
  63335. /**
  63336. * Gets or sets the current interval between two checks (every 2000ms by default)
  63337. */
  63338. trackerDuration: number;
  63339. /**
  63340. * Gets the list of active optimizations
  63341. */
  63342. readonly optimizations: SceneOptimization[];
  63343. /**
  63344. * Creates a new SceneOptimizer
  63345. * @param scene defines the scene to work on
  63346. * @param options defines the options to use with the SceneOptimizer
  63347. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63348. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  63349. */
  63350. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63351. /**
  63352. * Stops the current optimizer
  63353. */
  63354. stop(): void;
  63355. /**
  63356. * Reset the optimizer to initial step (current priority level = 0)
  63357. */
  63358. reset(): void;
  63359. /**
  63360. * Start the optimizer. By default it will try to reach a specific framerate
  63361. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63362. */
  63363. start(): void;
  63364. private _checkCurrentState;
  63365. /**
  63366. * Release all resources
  63367. */
  63368. dispose(): void;
  63369. /**
  63370. * Helper function to create a SceneOptimizer with one single line of code
  63371. * @param scene defines the scene to work on
  63372. * @param options defines the options to use with the SceneOptimizer
  63373. * @param onSuccess defines a callback to call on success
  63374. * @param onFailure defines a callback to call on failure
  63375. * @returns the new SceneOptimizer object
  63376. */
  63377. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63378. }
  63379. }
  63380. declare module BABYLON {
  63381. /**
  63382. * Class used to serialize a scene into a string
  63383. */
  63384. export class SceneSerializer {
  63385. /**
  63386. * Clear cache used by a previous serialization
  63387. */
  63388. static ClearCache(): void;
  63389. /**
  63390. * Serialize a scene into a JSON compatible object
  63391. * @param scene defines the scene to serialize
  63392. * @returns a JSON compatible object
  63393. */
  63394. static Serialize(scene: Scene): any;
  63395. /**
  63396. * Serialize a mesh into a JSON compatible object
  63397. * @param toSerialize defines the mesh to serialize
  63398. * @param withParents defines if parents must be serialized as well
  63399. * @param withChildren defines if children must be serialized as well
  63400. * @returns a JSON compatible object
  63401. */
  63402. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63403. }
  63404. }
  63405. declare module BABYLON {
  63406. /**
  63407. * Class used to host texture specific utilities
  63408. */
  63409. export class TextureTools {
  63410. /**
  63411. * Uses the GPU to create a copy texture rescaled at a given size
  63412. * @param texture Texture to copy from
  63413. * @param width defines the desired width
  63414. * @param height defines the desired height
  63415. * @param useBilinearMode defines if bilinear mode has to be used
  63416. * @return the generated texture
  63417. */
  63418. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63419. }
  63420. }
  63421. declare module BABYLON {
  63422. /**
  63423. * This represents the different options available for the video capture.
  63424. */
  63425. export interface VideoRecorderOptions {
  63426. /** Defines the mime type of the video. */
  63427. mimeType: string;
  63428. /** Defines the FPS the video should be recorded at. */
  63429. fps: number;
  63430. /** Defines the chunk size for the recording data. */
  63431. recordChunckSize: number;
  63432. /** The audio tracks to attach to the recording. */
  63433. audioTracks?: MediaStreamTrack[];
  63434. }
  63435. /**
  63436. * This can help with recording videos from BabylonJS.
  63437. * This is based on the available WebRTC functionalities of the browser.
  63438. *
  63439. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63440. */
  63441. export class VideoRecorder {
  63442. private static readonly _defaultOptions;
  63443. /**
  63444. * Returns whether or not the VideoRecorder is available in your browser.
  63445. * @param engine Defines the Babylon Engine.
  63446. * @returns true if supported otherwise false.
  63447. */
  63448. static IsSupported(engine: Engine): boolean;
  63449. private readonly _options;
  63450. private _canvas;
  63451. private _mediaRecorder;
  63452. private _recordedChunks;
  63453. private _fileName;
  63454. private _resolve;
  63455. private _reject;
  63456. /**
  63457. * True when a recording is already in progress.
  63458. */
  63459. readonly isRecording: boolean;
  63460. /**
  63461. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63462. * @param engine Defines the BabylonJS Engine you wish to record.
  63463. * @param options Defines options that can be used to customize the capture.
  63464. */
  63465. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63466. /**
  63467. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63468. */
  63469. stopRecording(): void;
  63470. /**
  63471. * Starts recording the canvas for a max duration specified in parameters.
  63472. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63473. * If null no automatic download will start and you can rely on the promise to get the data back.
  63474. * @param maxDuration Defines the maximum recording time in seconds.
  63475. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63476. * @return A promise callback at the end of the recording with the video data in Blob.
  63477. */
  63478. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63479. /**
  63480. * Releases internal resources used during the recording.
  63481. */
  63482. dispose(): void;
  63483. private _handleDataAvailable;
  63484. private _handleError;
  63485. private _handleStop;
  63486. }
  63487. }
  63488. declare module BABYLON {
  63489. /**
  63490. * Class containing a set of static utilities functions for screenshots
  63491. */
  63492. export class ScreenshotTools {
  63493. /**
  63494. * Captures a screenshot of the current rendering
  63495. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63496. * @param engine defines the rendering engine
  63497. * @param camera defines the source camera
  63498. * @param size This parameter can be set to a single number or to an object with the
  63499. * following (optional) properties: precision, width, height. If a single number is passed,
  63500. * it will be used for both width and height. If an object is passed, the screenshot size
  63501. * will be derived from the parameters. The precision property is a multiplier allowing
  63502. * rendering at a higher or lower resolution
  63503. * @param successCallback defines the callback receives a single parameter which contains the
  63504. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63505. * src parameter of an <img> to display it
  63506. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63507. * Check your browser for supported MIME types
  63508. */
  63509. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  63510. /**
  63511. * Captures a screenshot of the current rendering
  63512. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63513. * @param engine defines the rendering engine
  63514. * @param camera defines the source camera
  63515. * @param size This parameter can be set to a single number or to an object with the
  63516. * following (optional) properties: precision, width, height. If a single number is passed,
  63517. * it will be used for both width and height. If an object is passed, the screenshot size
  63518. * will be derived from the parameters. The precision property is a multiplier allowing
  63519. * rendering at a higher or lower resolution
  63520. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63521. * Check your browser for supported MIME types
  63522. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63523. * to the src parameter of an <img> to display it
  63524. */
  63525. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  63526. /**
  63527. * Generates an image screenshot from the specified camera.
  63528. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63529. * @param engine The engine to use for rendering
  63530. * @param camera The camera to use for rendering
  63531. * @param size This parameter can be set to a single number or to an object with the
  63532. * following (optional) properties: precision, width, height. If a single number is passed,
  63533. * it will be used for both width and height. If an object is passed, the screenshot size
  63534. * will be derived from the parameters. The precision property is a multiplier allowing
  63535. * rendering at a higher or lower resolution
  63536. * @param successCallback The callback receives a single parameter which contains the
  63537. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63538. * src parameter of an <img> to display it
  63539. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63540. * Check your browser for supported MIME types
  63541. * @param samples Texture samples (default: 1)
  63542. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63543. * @param fileName A name for for the downloaded file.
  63544. */
  63545. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63546. /**
  63547. * Generates an image screenshot from the specified camera.
  63548. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63549. * @param engine The engine to use for rendering
  63550. * @param camera The camera to use for rendering
  63551. * @param size This parameter can be set to a single number or to an object with the
  63552. * following (optional) properties: precision, width, height. If a single number is passed,
  63553. * it will be used for both width and height. If an object is passed, the screenshot size
  63554. * will be derived from the parameters. The precision property is a multiplier allowing
  63555. * rendering at a higher or lower resolution
  63556. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63557. * Check your browser for supported MIME types
  63558. * @param samples Texture samples (default: 1)
  63559. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63560. * @param fileName A name for for the downloaded file.
  63561. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63562. * to the src parameter of an <img> to display it
  63563. */
  63564. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  63565. /**
  63566. * Gets height and width for screenshot size
  63567. * @private
  63568. */
  63569. private static _getScreenshotSize;
  63570. }
  63571. }
  63572. declare module BABYLON {
  63573. /**
  63574. * A cursor which tracks a point on a path
  63575. */
  63576. export class PathCursor {
  63577. private path;
  63578. /**
  63579. * Stores path cursor callbacks for when an onchange event is triggered
  63580. */
  63581. private _onchange;
  63582. /**
  63583. * The value of the path cursor
  63584. */
  63585. value: number;
  63586. /**
  63587. * The animation array of the path cursor
  63588. */
  63589. animations: Animation[];
  63590. /**
  63591. * Initializes the path cursor
  63592. * @param path The path to track
  63593. */
  63594. constructor(path: Path2);
  63595. /**
  63596. * Gets the cursor point on the path
  63597. * @returns A point on the path cursor at the cursor location
  63598. */
  63599. getPoint(): Vector3;
  63600. /**
  63601. * Moves the cursor ahead by the step amount
  63602. * @param step The amount to move the cursor forward
  63603. * @returns This path cursor
  63604. */
  63605. moveAhead(step?: number): PathCursor;
  63606. /**
  63607. * Moves the cursor behind by the step amount
  63608. * @param step The amount to move the cursor back
  63609. * @returns This path cursor
  63610. */
  63611. moveBack(step?: number): PathCursor;
  63612. /**
  63613. * Moves the cursor by the step amount
  63614. * If the step amount is greater than one, an exception is thrown
  63615. * @param step The amount to move the cursor
  63616. * @returns This path cursor
  63617. */
  63618. move(step: number): PathCursor;
  63619. /**
  63620. * Ensures that the value is limited between zero and one
  63621. * @returns This path cursor
  63622. */
  63623. private ensureLimits;
  63624. /**
  63625. * Runs onchange callbacks on change (used by the animation engine)
  63626. * @returns This path cursor
  63627. */
  63628. private raiseOnChange;
  63629. /**
  63630. * Executes a function on change
  63631. * @param f A path cursor onchange callback
  63632. * @returns This path cursor
  63633. */
  63634. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63635. }
  63636. }
  63637. declare module BABYLON {
  63638. /** @hidden */
  63639. export var blurPixelShader: {
  63640. name: string;
  63641. shader: string;
  63642. };
  63643. }
  63644. declare module BABYLON {
  63645. /** @hidden */
  63646. export var pointCloudVertexDeclaration: {
  63647. name: string;
  63648. shader: string;
  63649. };
  63650. }
  63651. // Mixins
  63652. interface Window {
  63653. mozIndexedDB: IDBFactory;
  63654. webkitIndexedDB: IDBFactory;
  63655. msIndexedDB: IDBFactory;
  63656. webkitURL: typeof URL;
  63657. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  63658. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  63659. WebGLRenderingContext: WebGLRenderingContext;
  63660. MSGesture: MSGesture;
  63661. CANNON: any;
  63662. AudioContext: AudioContext;
  63663. webkitAudioContext: AudioContext;
  63664. PointerEvent: any;
  63665. Math: Math;
  63666. Uint8Array: Uint8ArrayConstructor;
  63667. Float32Array: Float32ArrayConstructor;
  63668. mozURL: typeof URL;
  63669. msURL: typeof URL;
  63670. VRFrameData: any; // WebVR, from specs 1.1
  63671. DracoDecoderModule: any;
  63672. setImmediate(handler: (...args: any[]) => void): number;
  63673. }
  63674. interface HTMLCanvasElement {
  63675. requestPointerLock(): void;
  63676. msRequestPointerLock?(): void;
  63677. mozRequestPointerLock?(): void;
  63678. webkitRequestPointerLock?(): void;
  63679. /** Track wether a record is in progress */
  63680. isRecording: boolean;
  63681. /** Capture Stream method defined by some browsers */
  63682. captureStream(fps?: number): MediaStream;
  63683. }
  63684. interface CanvasRenderingContext2D {
  63685. msImageSmoothingEnabled: boolean;
  63686. }
  63687. interface MouseEvent {
  63688. mozMovementX: number;
  63689. mozMovementY: number;
  63690. webkitMovementX: number;
  63691. webkitMovementY: number;
  63692. msMovementX: number;
  63693. msMovementY: number;
  63694. }
  63695. interface Navigator {
  63696. mozGetVRDevices: (any: any) => any;
  63697. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  63698. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  63699. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  63700. webkitGetGamepads(): Gamepad[];
  63701. msGetGamepads(): Gamepad[];
  63702. webkitGamepads(): Gamepad[];
  63703. }
  63704. interface HTMLVideoElement {
  63705. mozSrcObject: any;
  63706. }
  63707. interface Math {
  63708. fround(x: number): number;
  63709. imul(a: number, b: number): number;
  63710. }
  63711. interface WebGLRenderingContext {
  63712. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  63713. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  63714. vertexAttribDivisor(index: number, divisor: number): void;
  63715. createVertexArray(): any;
  63716. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  63717. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  63718. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  63719. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  63720. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  63721. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  63722. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  63723. // Queries
  63724. createQuery(): WebGLQuery;
  63725. deleteQuery(query: WebGLQuery): void;
  63726. beginQuery(target: number, query: WebGLQuery): void;
  63727. endQuery(target: number): void;
  63728. getQueryParameter(query: WebGLQuery, pname: number): any;
  63729. getQuery(target: number, pname: number): any;
  63730. MAX_SAMPLES: number;
  63731. RGBA8: number;
  63732. READ_FRAMEBUFFER: number;
  63733. DRAW_FRAMEBUFFER: number;
  63734. UNIFORM_BUFFER: number;
  63735. HALF_FLOAT_OES: number;
  63736. RGBA16F: number;
  63737. RGBA32F: number;
  63738. R32F: number;
  63739. RG32F: number;
  63740. RGB32F: number;
  63741. R16F: number;
  63742. RG16F: number;
  63743. RGB16F: number;
  63744. RED: number;
  63745. RG: number;
  63746. R8: number;
  63747. RG8: number;
  63748. UNSIGNED_INT_24_8: number;
  63749. DEPTH24_STENCIL8: number;
  63750. MIN: number;
  63751. MAX: number;
  63752. /* Multiple Render Targets */
  63753. drawBuffers(buffers: number[]): void;
  63754. readBuffer(src: number): void;
  63755. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  63756. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  63757. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  63758. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  63759. // Occlusion Query
  63760. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  63761. ANY_SAMPLES_PASSED: number;
  63762. QUERY_RESULT_AVAILABLE: number;
  63763. QUERY_RESULT: number;
  63764. }
  63765. interface WebGLProgram {
  63766. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  63767. }
  63768. interface EXT_disjoint_timer_query {
  63769. QUERY_COUNTER_BITS_EXT: number;
  63770. TIME_ELAPSED_EXT: number;
  63771. TIMESTAMP_EXT: number;
  63772. GPU_DISJOINT_EXT: number;
  63773. QUERY_RESULT_EXT: number;
  63774. QUERY_RESULT_AVAILABLE_EXT: number;
  63775. queryCounterEXT(query: WebGLQuery, target: number): void;
  63776. createQueryEXT(): WebGLQuery;
  63777. beginQueryEXT(target: number, query: WebGLQuery): void;
  63778. endQueryEXT(target: number): void;
  63779. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  63780. deleteQueryEXT(query: WebGLQuery): void;
  63781. }
  63782. interface WebGLUniformLocation {
  63783. _currentState: any;
  63784. }
  63785. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  63786. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  63787. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  63788. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  63789. interface WebGLRenderingContext {
  63790. readonly RASTERIZER_DISCARD: number;
  63791. readonly DEPTH_COMPONENT24: number;
  63792. readonly TEXTURE_3D: number;
  63793. readonly TEXTURE_2D_ARRAY: number;
  63794. readonly TEXTURE_COMPARE_FUNC: number;
  63795. readonly TEXTURE_COMPARE_MODE: number;
  63796. readonly COMPARE_REF_TO_TEXTURE: number;
  63797. readonly TEXTURE_WRAP_R: number;
  63798. readonly HALF_FLOAT: number;
  63799. readonly RGB8: number;
  63800. readonly RED_INTEGER: number;
  63801. readonly RG_INTEGER: number;
  63802. readonly RGB_INTEGER: number;
  63803. readonly RGBA_INTEGER: number;
  63804. readonly R8_SNORM: number;
  63805. readonly RG8_SNORM: number;
  63806. readonly RGB8_SNORM: number;
  63807. readonly RGBA8_SNORM: number;
  63808. readonly R8I: number;
  63809. readonly RG8I: number;
  63810. readonly RGB8I: number;
  63811. readonly RGBA8I: number;
  63812. readonly R8UI: number;
  63813. readonly RG8UI: number;
  63814. readonly RGB8UI: number;
  63815. readonly RGBA8UI: number;
  63816. readonly R16I: number;
  63817. readonly RG16I: number;
  63818. readonly RGB16I: number;
  63819. readonly RGBA16I: number;
  63820. readonly R16UI: number;
  63821. readonly RG16UI: number;
  63822. readonly RGB16UI: number;
  63823. readonly RGBA16UI: number;
  63824. readonly R32I: number;
  63825. readonly RG32I: number;
  63826. readonly RGB32I: number;
  63827. readonly RGBA32I: number;
  63828. readonly R32UI: number;
  63829. readonly RG32UI: number;
  63830. readonly RGB32UI: number;
  63831. readonly RGBA32UI: number;
  63832. readonly RGB10_A2UI: number;
  63833. readonly R11F_G11F_B10F: number;
  63834. readonly RGB9_E5: number;
  63835. readonly RGB10_A2: number;
  63836. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  63837. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  63838. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  63839. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  63840. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  63841. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  63842. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  63843. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  63844. readonly TRANSFORM_FEEDBACK: number;
  63845. readonly INTERLEAVED_ATTRIBS: number;
  63846. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  63847. createTransformFeedback(): WebGLTransformFeedback;
  63848. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  63849. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  63850. beginTransformFeedback(primitiveMode: number): void;
  63851. endTransformFeedback(): void;
  63852. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  63853. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  63854. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  63855. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  63856. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  63857. }
  63858. interface ImageBitmap {
  63859. readonly width: number;
  63860. readonly height: number;
  63861. close(): void;
  63862. }
  63863. interface WebGLQuery extends WebGLObject {
  63864. }
  63865. declare var WebGLQuery: {
  63866. prototype: WebGLQuery;
  63867. new(): WebGLQuery;
  63868. };
  63869. interface WebGLSampler extends WebGLObject {
  63870. }
  63871. declare var WebGLSampler: {
  63872. prototype: WebGLSampler;
  63873. new(): WebGLSampler;
  63874. };
  63875. interface WebGLSync extends WebGLObject {
  63876. }
  63877. declare var WebGLSync: {
  63878. prototype: WebGLSync;
  63879. new(): WebGLSync;
  63880. };
  63881. interface WebGLTransformFeedback extends WebGLObject {
  63882. }
  63883. declare var WebGLTransformFeedback: {
  63884. prototype: WebGLTransformFeedback;
  63885. new(): WebGLTransformFeedback;
  63886. };
  63887. interface WebGLVertexArrayObject extends WebGLObject {
  63888. }
  63889. declare var WebGLVertexArrayObject: {
  63890. prototype: WebGLVertexArrayObject;
  63891. new(): WebGLVertexArrayObject;
  63892. };
  63893. // Type definitions for WebVR API
  63894. // Project: https://w3c.github.io/webvr/
  63895. // Definitions by: six a <https://github.com/lostfictions>
  63896. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  63897. interface VRDisplay extends EventTarget {
  63898. /**
  63899. * Dictionary of capabilities describing the VRDisplay.
  63900. */
  63901. readonly capabilities: VRDisplayCapabilities;
  63902. /**
  63903. * z-depth defining the far plane of the eye view frustum
  63904. * enables mapping of values in the render target depth
  63905. * attachment to scene coordinates. Initially set to 10000.0.
  63906. */
  63907. depthFar: number;
  63908. /**
  63909. * z-depth defining the near plane of the eye view frustum
  63910. * enables mapping of values in the render target depth
  63911. * attachment to scene coordinates. Initially set to 0.01.
  63912. */
  63913. depthNear: number;
  63914. /**
  63915. * An identifier for this distinct VRDisplay. Used as an
  63916. * association point in the Gamepad API.
  63917. */
  63918. readonly displayId: number;
  63919. /**
  63920. * A display name, a user-readable name identifying it.
  63921. */
  63922. readonly displayName: string;
  63923. readonly isConnected: boolean;
  63924. readonly isPresenting: boolean;
  63925. /**
  63926. * If this VRDisplay supports room-scale experiences, the optional
  63927. * stage attribute contains details on the room-scale parameters.
  63928. */
  63929. readonly stageParameters: VRStageParameters | null;
  63930. /**
  63931. * Passing the value returned by `requestAnimationFrame` to
  63932. * `cancelAnimationFrame` will unregister the callback.
  63933. * @param handle Define the hanle of the request to cancel
  63934. */
  63935. cancelAnimationFrame(handle: number): void;
  63936. /**
  63937. * Stops presenting to the VRDisplay.
  63938. * @returns a promise to know when it stopped
  63939. */
  63940. exitPresent(): Promise<void>;
  63941. /**
  63942. * Return the current VREyeParameters for the given eye.
  63943. * @param whichEye Define the eye we want the parameter for
  63944. * @returns the eye parameters
  63945. */
  63946. getEyeParameters(whichEye: string): VREyeParameters;
  63947. /**
  63948. * Populates the passed VRFrameData with the information required to render
  63949. * the current frame.
  63950. * @param frameData Define the data structure to populate
  63951. * @returns true if ok otherwise false
  63952. */
  63953. getFrameData(frameData: VRFrameData): boolean;
  63954. /**
  63955. * Get the layers currently being presented.
  63956. * @returns the list of VR layers
  63957. */
  63958. getLayers(): VRLayer[];
  63959. /**
  63960. * Return a VRPose containing the future predicted pose of the VRDisplay
  63961. * when the current frame will be presented. The value returned will not
  63962. * change until JavaScript has returned control to the browser.
  63963. *
  63964. * The VRPose will contain the position, orientation, velocity,
  63965. * and acceleration of each of these properties.
  63966. * @returns the pose object
  63967. */
  63968. getPose(): VRPose;
  63969. /**
  63970. * Return the current instantaneous pose of the VRDisplay, with no
  63971. * prediction applied.
  63972. * @returns the current instantaneous pose
  63973. */
  63974. getImmediatePose(): VRPose;
  63975. /**
  63976. * The callback passed to `requestAnimationFrame` will be called
  63977. * any time a new frame should be rendered. When the VRDisplay is
  63978. * presenting the callback will be called at the native refresh
  63979. * rate of the HMD. When not presenting this function acts
  63980. * identically to how window.requestAnimationFrame acts. Content should
  63981. * make no assumptions of frame rate or vsync behavior as the HMD runs
  63982. * asynchronously from other displays and at differing refresh rates.
  63983. * @param callback Define the eaction to run next frame
  63984. * @returns the request handle it
  63985. */
  63986. requestAnimationFrame(callback: FrameRequestCallback): number;
  63987. /**
  63988. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  63989. * Repeat calls while already presenting will update the VRLayers being displayed.
  63990. * @param layers Define the list of layer to present
  63991. * @returns a promise to know when the request has been fulfilled
  63992. */
  63993. requestPresent(layers: VRLayer[]): Promise<void>;
  63994. /**
  63995. * Reset the pose for this display, treating its current position and
  63996. * orientation as the "origin/zero" values. VRPose.position,
  63997. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  63998. * updated when calling resetPose(). This should be called in only
  63999. * sitting-space experiences.
  64000. */
  64001. resetPose(): void;
  64002. /**
  64003. * The VRLayer provided to the VRDisplay will be captured and presented
  64004. * in the HMD. Calling this function has the same effect on the source
  64005. * canvas as any other operation that uses its source image, and canvases
  64006. * created without preserveDrawingBuffer set to true will be cleared.
  64007. * @param pose Define the pose to submit
  64008. */
  64009. submitFrame(pose?: VRPose): void;
  64010. }
  64011. declare var VRDisplay: {
  64012. prototype: VRDisplay;
  64013. new(): VRDisplay;
  64014. };
  64015. interface VRLayer {
  64016. leftBounds?: number[] | Float32Array | null;
  64017. rightBounds?: number[] | Float32Array | null;
  64018. source?: HTMLCanvasElement | null;
  64019. }
  64020. interface VRDisplayCapabilities {
  64021. readonly canPresent: boolean;
  64022. readonly hasExternalDisplay: boolean;
  64023. readonly hasOrientation: boolean;
  64024. readonly hasPosition: boolean;
  64025. readonly maxLayers: number;
  64026. }
  64027. interface VREyeParameters {
  64028. /** @deprecated */
  64029. readonly fieldOfView: VRFieldOfView;
  64030. readonly offset: Float32Array;
  64031. readonly renderHeight: number;
  64032. readonly renderWidth: number;
  64033. }
  64034. interface VRFieldOfView {
  64035. readonly downDegrees: number;
  64036. readonly leftDegrees: number;
  64037. readonly rightDegrees: number;
  64038. readonly upDegrees: number;
  64039. }
  64040. interface VRFrameData {
  64041. readonly leftProjectionMatrix: Float32Array;
  64042. readonly leftViewMatrix: Float32Array;
  64043. readonly pose: VRPose;
  64044. readonly rightProjectionMatrix: Float32Array;
  64045. readonly rightViewMatrix: Float32Array;
  64046. readonly timestamp: number;
  64047. }
  64048. interface VRPose {
  64049. readonly angularAcceleration: Float32Array | null;
  64050. readonly angularVelocity: Float32Array | null;
  64051. readonly linearAcceleration: Float32Array | null;
  64052. readonly linearVelocity: Float32Array | null;
  64053. readonly orientation: Float32Array | null;
  64054. readonly position: Float32Array | null;
  64055. readonly timestamp: number;
  64056. }
  64057. interface VRStageParameters {
  64058. sittingToStandingTransform?: Float32Array;
  64059. sizeX?: number;
  64060. sizeY?: number;
  64061. }
  64062. interface Navigator {
  64063. getVRDisplays(): Promise<VRDisplay[]>;
  64064. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  64065. }
  64066. interface Window {
  64067. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  64068. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  64069. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  64070. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  64071. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  64072. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  64073. }
  64074. interface Gamepad {
  64075. readonly displayId: number;
  64076. }
  64077. type XRSessionMode =
  64078. | "inline"
  64079. | "immersive-vr"
  64080. | "immersive-ar";
  64081. type XRReferenceSpaceType =
  64082. | "viewer"
  64083. | "local"
  64084. | "local-floor"
  64085. | "bounded-floor"
  64086. | "unbounded";
  64087. type XREnvironmentBlendMode =
  64088. | "opaque"
  64089. | "additive"
  64090. | "alpha-blend";
  64091. type XRVisibilityState =
  64092. | "visible"
  64093. | "visible-blurred"
  64094. | "hidden";
  64095. type XRHandedness =
  64096. | "none"
  64097. | "left"
  64098. | "right";
  64099. type XRTargetRayMode =
  64100. | "gaze"
  64101. | "tracked-pointer"
  64102. | "screen";
  64103. type XREye =
  64104. | "none"
  64105. | "left"
  64106. | "right";
  64107. interface XRSpace extends EventTarget {
  64108. }
  64109. interface XRRenderState {
  64110. depthNear?: number;
  64111. depthFar?: number;
  64112. inlineVerticalFieldOfView?: number;
  64113. baseLayer?: XRWebGLLayer;
  64114. }
  64115. interface XRInputSource {
  64116. handedness: XRHandedness;
  64117. targetRayMode: XRTargetRayMode;
  64118. targetRaySpace: XRSpace;
  64119. gripSpace: XRSpace | undefined;
  64120. gamepad: Gamepad | undefined;
  64121. profiles: Array<string>;
  64122. }
  64123. interface XRSession {
  64124. addEventListener: Function;
  64125. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  64126. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  64127. requestAnimationFrame: Function;
  64128. end(): Promise<void>;
  64129. renderState: XRRenderState;
  64130. inputSources: Array<XRInputSource>;
  64131. }
  64132. interface XRReferenceSpace extends XRSpace {
  64133. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  64134. onreset: any;
  64135. }
  64136. interface XRFrame {
  64137. session: XRSession;
  64138. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  64139. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  64140. }
  64141. interface XRViewerPose extends XRPose {
  64142. views: Array<XRView>;
  64143. }
  64144. interface XRPose {
  64145. transform: XRRigidTransform;
  64146. emulatedPosition: boolean;
  64147. }
  64148. declare var XRWebGLLayer: {
  64149. prototype: XRWebGLLayer;
  64150. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  64151. };
  64152. interface XRWebGLLayer {
  64153. framebuffer: WebGLFramebuffer;
  64154. framebufferWidth: number;
  64155. framebufferHeight: number;
  64156. getViewport: Function;
  64157. }
  64158. interface XRRigidTransform {
  64159. position: DOMPointReadOnly;
  64160. orientation: DOMPointReadOnly;
  64161. matrix: Float32Array;
  64162. inverse: XRRigidTransform;
  64163. }
  64164. interface XRView {
  64165. eye: XREye;
  64166. projectionMatrix: Float32Array;
  64167. transform: XRRigidTransform;
  64168. }
  64169. interface XRInputSourceChangeEvent {
  64170. session: XRSession;
  64171. removed: Array<XRInputSource>;
  64172. added: Array<XRInputSource>;
  64173. }
  64174. /**
  64175. * @ignore
  64176. */
  64177. declare module BABYLON.GLTF2.Exporter {
  64178. }
  64179. /**
  64180. * @ignore
  64181. */
  64182. declare module BABYLON.GLTF1 {
  64183. }
  64184. declare module BABYLON.GUI {
  64185. /**
  64186. * Class used to specific a value and its associated unit
  64187. */
  64188. export class ValueAndUnit {
  64189. /** defines the unit to store */
  64190. unit: number;
  64191. /** defines a boolean indicating if the value can be negative */
  64192. negativeValueAllowed: boolean;
  64193. private _value;
  64194. private _originalUnit;
  64195. /**
  64196. * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property
  64197. * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling
  64198. */
  64199. ignoreAdaptiveScaling: boolean;
  64200. /**
  64201. * Creates a new ValueAndUnit
  64202. * @param value defines the value to store
  64203. * @param unit defines the unit to store
  64204. * @param negativeValueAllowed defines a boolean indicating if the value can be negative
  64205. */
  64206. constructor(value: number,
  64207. /** defines the unit to store */
  64208. unit?: number,
  64209. /** defines a boolean indicating if the value can be negative */
  64210. negativeValueAllowed?: boolean);
  64211. /** Gets a boolean indicating if the value is a percentage */
  64212. readonly isPercentage: boolean;
  64213. /** Gets a boolean indicating if the value is store as pixel */
  64214. readonly isPixel: boolean;
  64215. /** Gets direct internal value */
  64216. readonly internalValue: number;
  64217. /**
  64218. * Gets value as pixel
  64219. * @param host defines the root host
  64220. * @param refValue defines the reference value for percentages
  64221. * @returns the value as pixel
  64222. */
  64223. getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number;
  64224. /**
  64225. * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.
  64226. * @param value defines the value to store
  64227. * @param unit defines the unit to store
  64228. * @returns the current ValueAndUnit
  64229. */
  64230. updateInPlace(value: number, unit?: number): ValueAndUnit;
  64231. /**
  64232. * Gets the value accordingly to its unit
  64233. * @param host defines the root host
  64234. * @returns the value
  64235. */
  64236. getValue(host: AdvancedDynamicTexture): number;
  64237. /**
  64238. * Gets a string representation of the value
  64239. * @param host defines the root host
  64240. * @param decimals defines an optional number of decimals to display
  64241. * @returns a string
  64242. */
  64243. toString(host: AdvancedDynamicTexture, decimals?: number): string;
  64244. /**
  64245. * Store a value parsed from a string
  64246. * @param source defines the source string
  64247. * @returns true if the value was successfully parsed
  64248. */
  64249. fromString(source: string | number): boolean;
  64250. private static _Regex;
  64251. private static _UNITMODE_PERCENTAGE;
  64252. private static _UNITMODE_PIXEL;
  64253. /** UNITMODE_PERCENTAGE */
  64254. static readonly UNITMODE_PERCENTAGE: number;
  64255. /** UNITMODE_PIXEL */
  64256. static readonly UNITMODE_PIXEL: number;
  64257. }
  64258. }
  64259. declare module BABYLON.GUI {
  64260. /**
  64261. * Define a style used by control to automatically setup properties based on a template.
  64262. * Only support font related properties so far
  64263. */
  64264. export class Style implements BABYLON.IDisposable {
  64265. private _fontFamily;
  64266. private _fontStyle;
  64267. private _fontWeight;
  64268. /** @hidden */
  64269. _host: AdvancedDynamicTexture;
  64270. /** @hidden */
  64271. _fontSize: ValueAndUnit;
  64272. /**
  64273. * BABYLON.Observable raised when the style values are changed
  64274. */
  64275. onChangedObservable: BABYLON.Observable<Style>;
  64276. /**
  64277. * Creates a new style object
  64278. * @param host defines the AdvancedDynamicTexture which hosts this style
  64279. */
  64280. constructor(host: AdvancedDynamicTexture);
  64281. /**
  64282. * Gets or sets the font size
  64283. */
  64284. fontSize: string | number;
  64285. /**
  64286. * Gets or sets the font family
  64287. */
  64288. fontFamily: string;
  64289. /**
  64290. * Gets or sets the font style
  64291. */
  64292. fontStyle: string;
  64293. /** Gets or sets font weight */
  64294. fontWeight: string;
  64295. /** Dispose all associated resources */
  64296. dispose(): void;
  64297. }
  64298. }
  64299. declare module BABYLON.GUI {
  64300. /**
  64301. * Class used to transport BABYLON.Vector2 information for pointer events
  64302. */
  64303. export class Vector2WithInfo extends BABYLON.Vector2 {
  64304. /** defines the current mouse button index */
  64305. buttonIndex: number;
  64306. /**
  64307. * Creates a new Vector2WithInfo
  64308. * @param source defines the vector2 data to transport
  64309. * @param buttonIndex defines the current mouse button index
  64310. */
  64311. constructor(source: BABYLON.Vector2,
  64312. /** defines the current mouse button index */
  64313. buttonIndex?: number);
  64314. }
  64315. /** Class used to provide 2D matrix features */
  64316. export class Matrix2D {
  64317. /** Gets the internal array of 6 floats used to store matrix data */
  64318. m: Float32Array;
  64319. /**
  64320. * Creates a new matrix
  64321. * @param m00 defines value for (0, 0)
  64322. * @param m01 defines value for (0, 1)
  64323. * @param m10 defines value for (1, 0)
  64324. * @param m11 defines value for (1, 1)
  64325. * @param m20 defines value for (2, 0)
  64326. * @param m21 defines value for (2, 1)
  64327. */
  64328. constructor(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number);
  64329. /**
  64330. * Fills the matrix from direct values
  64331. * @param m00 defines value for (0, 0)
  64332. * @param m01 defines value for (0, 1)
  64333. * @param m10 defines value for (1, 0)
  64334. * @param m11 defines value for (1, 1)
  64335. * @param m20 defines value for (2, 0)
  64336. * @param m21 defines value for (2, 1)
  64337. * @returns the current modified matrix
  64338. */
  64339. fromValues(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number): Matrix2D;
  64340. /**
  64341. * Gets matrix determinant
  64342. * @returns the determinant
  64343. */
  64344. determinant(): number;
  64345. /**
  64346. * Inverses the matrix and stores it in a target matrix
  64347. * @param result defines the target matrix
  64348. * @returns the current matrix
  64349. */
  64350. invertToRef(result: Matrix2D): Matrix2D;
  64351. /**
  64352. * Multiplies the current matrix with another one
  64353. * @param other defines the second operand
  64354. * @param result defines the target matrix
  64355. * @returns the current matrix
  64356. */
  64357. multiplyToRef(other: Matrix2D, result: Matrix2D): Matrix2D;
  64358. /**
  64359. * Applies the current matrix to a set of 2 floats and stores the result in a vector2
  64360. * @param x defines the x coordinate to transform
  64361. * @param y defines the x coordinate to transform
  64362. * @param result defines the target vector2
  64363. * @returns the current matrix
  64364. */
  64365. transformCoordinates(x: number, y: number, result: BABYLON.Vector2): Matrix2D;
  64366. /**
  64367. * Creates an identity matrix
  64368. * @returns a new matrix
  64369. */
  64370. static Identity(): Matrix2D;
  64371. /**
  64372. * Creates a translation matrix and stores it in a target matrix
  64373. * @param x defines the x coordinate of the translation
  64374. * @param y defines the y coordinate of the translation
  64375. * @param result defines the target matrix
  64376. */
  64377. static TranslationToRef(x: number, y: number, result: Matrix2D): void;
  64378. /**
  64379. * Creates a scaling matrix and stores it in a target matrix
  64380. * @param x defines the x coordinate of the scaling
  64381. * @param y defines the y coordinate of the scaling
  64382. * @param result defines the target matrix
  64383. */
  64384. static ScalingToRef(x: number, y: number, result: Matrix2D): void;
  64385. /**
  64386. * Creates a rotation matrix and stores it in a target matrix
  64387. * @param angle defines the rotation angle
  64388. * @param result defines the target matrix
  64389. */
  64390. static RotationToRef(angle: number, result: Matrix2D): void;
  64391. private static _TempPreTranslationMatrix;
  64392. private static _TempPostTranslationMatrix;
  64393. private static _TempRotationMatrix;
  64394. private static _TempScalingMatrix;
  64395. private static _TempCompose0;
  64396. private static _TempCompose1;
  64397. private static _TempCompose2;
  64398. /**
  64399. * Composes a matrix from translation, rotation, scaling and parent matrix and stores it in a target matrix
  64400. * @param tx defines the x coordinate of the translation
  64401. * @param ty defines the y coordinate of the translation
  64402. * @param angle defines the rotation angle
  64403. * @param scaleX defines the x coordinate of the scaling
  64404. * @param scaleY defines the y coordinate of the scaling
  64405. * @param parentMatrix defines the parent matrix to multiply by (can be null)
  64406. * @param result defines the target matrix
  64407. */
  64408. static ComposeToRef(tx: number, ty: number, angle: number, scaleX: number, scaleY: number, parentMatrix: BABYLON.Nullable<Matrix2D>, result: Matrix2D): void;
  64409. }
  64410. }
  64411. declare module BABYLON.GUI {
  64412. /**
  64413. * Class used to store 2D control sizes
  64414. */
  64415. export class Measure {
  64416. /** defines left coordinate */
  64417. left: number;
  64418. /** defines top coordinate */
  64419. top: number;
  64420. /** defines width dimension */
  64421. width: number;
  64422. /** defines height dimension */
  64423. height: number;
  64424. /**
  64425. * Creates a new measure
  64426. * @param left defines left coordinate
  64427. * @param top defines top coordinate
  64428. * @param width defines width dimension
  64429. * @param height defines height dimension
  64430. */
  64431. constructor(
  64432. /** defines left coordinate */
  64433. left: number,
  64434. /** defines top coordinate */
  64435. top: number,
  64436. /** defines width dimension */
  64437. width: number,
  64438. /** defines height dimension */
  64439. height: number);
  64440. /**
  64441. * Copy from another measure
  64442. * @param other defines the other measure to copy from
  64443. */
  64444. copyFrom(other: Measure): void;
  64445. /**
  64446. * Copy from a group of 4 floats
  64447. * @param left defines left coordinate
  64448. * @param top defines top coordinate
  64449. * @param width defines width dimension
  64450. * @param height defines height dimension
  64451. */
  64452. copyFromFloats(left: number, top: number, width: number, height: number): void;
  64453. /**
  64454. * Computes the axis aligned bounding box measure for two given measures
  64455. * @param a Input measure
  64456. * @param b Input measure
  64457. * @param result the resulting bounding measure
  64458. */
  64459. static CombineToRef(a: Measure, b: Measure, result: Measure): void;
  64460. /**
  64461. * Computes the axis aligned bounding box of the measure after it is modified by a given transform
  64462. * @param transform the matrix to transform the measure before computing the AABB
  64463. * @param result the resulting AABB
  64464. */
  64465. transformToRef(transform: Matrix2D, result: Measure): void;
  64466. /**
  64467. * Check equality between this measure and another one
  64468. * @param other defines the other measures
  64469. * @returns true if both measures are equals
  64470. */
  64471. isEqualsTo(other: Measure): boolean;
  64472. /**
  64473. * Creates an empty measure
  64474. * @returns a new measure
  64475. */
  64476. static Empty(): Measure;
  64477. }
  64478. }
  64479. declare module BABYLON.GUI {
  64480. /**
  64481. * Interface used to define a control that can receive focus
  64482. */
  64483. export interface IFocusableControl {
  64484. /**
  64485. * Function called when the control receives the focus
  64486. */
  64487. onFocus(): void;
  64488. /**
  64489. * Function called when the control loses the focus
  64490. */
  64491. onBlur(): void;
  64492. /**
  64493. * Function called to let the control handle keyboard events
  64494. * @param evt defines the current keyboard event
  64495. */
  64496. processKeyboard(evt: KeyboardEvent): void;
  64497. /**
  64498. * Function called to get the list of controls that should not steal the focus from this control
  64499. * @returns an array of controls
  64500. */
  64501. keepsFocusWith(): BABYLON.Nullable<Control[]>;
  64502. }
  64503. /**
  64504. * Class used to create texture to support 2D GUI elements
  64505. * @see http://doc.babylonjs.com/how_to/gui
  64506. */
  64507. export class AdvancedDynamicTexture extends BABYLON.DynamicTexture {
  64508. private _isDirty;
  64509. private _renderObserver;
  64510. private _resizeObserver;
  64511. private _preKeyboardObserver;
  64512. private _pointerMoveObserver;
  64513. private _pointerObserver;
  64514. private _canvasPointerOutObserver;
  64515. private _background;
  64516. /** @hidden */
  64517. _rootContainer: Container;
  64518. /** @hidden */
  64519. _lastPickedControl: Control;
  64520. /** @hidden */
  64521. _lastControlOver: {
  64522. [pointerId: number]: Control;
  64523. };
  64524. /** @hidden */
  64525. _lastControlDown: {
  64526. [pointerId: number]: Control;
  64527. };
  64528. /** @hidden */
  64529. _capturingControl: {
  64530. [pointerId: number]: Control;
  64531. };
  64532. /** @hidden */
  64533. _shouldBlockPointer: boolean;
  64534. /** @hidden */
  64535. _layerToDispose: BABYLON.Nullable<BABYLON.Layer>;
  64536. /** @hidden */
  64537. _linkedControls: Control[];
  64538. private _isFullscreen;
  64539. private _fullscreenViewport;
  64540. private _idealWidth;
  64541. private _idealHeight;
  64542. private _useSmallestIdeal;
  64543. private _renderAtIdealSize;
  64544. private _focusedControl;
  64545. private _blockNextFocusCheck;
  64546. private _renderScale;
  64547. private _rootCanvas;
  64548. private _cursorChanged;
  64549. /**
  64550. * Define type to string to ensure compatibility across browsers
  64551. * Safari doesn't support DataTransfer constructor
  64552. */
  64553. private _clipboardData;
  64554. /**
  64555. * BABYLON.Observable event triggered each time an clipboard event is received from the rendering canvas
  64556. */
  64557. onClipboardObservable: BABYLON.Observable<BABYLON.ClipboardInfo>;
  64558. /**
  64559. * BABYLON.Observable event triggered each time a pointer down is intercepted by a control
  64560. */
  64561. onControlPickedObservable: BABYLON.Observable<Control>;
  64562. /**
  64563. * BABYLON.Observable event triggered before layout is evaluated
  64564. */
  64565. onBeginLayoutObservable: BABYLON.Observable<AdvancedDynamicTexture>;
  64566. /**
  64567. * BABYLON.Observable event triggered after the layout was evaluated
  64568. */
  64569. onEndLayoutObservable: BABYLON.Observable<AdvancedDynamicTexture>;
  64570. /**
  64571. * BABYLON.Observable event triggered before the texture is rendered
  64572. */
  64573. onBeginRenderObservable: BABYLON.Observable<AdvancedDynamicTexture>;
  64574. /**
  64575. * BABYLON.Observable event triggered after the texture was rendered
  64576. */
  64577. onEndRenderObservable: BABYLON.Observable<AdvancedDynamicTexture>;
  64578. /**
  64579. * Gets or sets a boolean defining if alpha is stored as premultiplied
  64580. */
  64581. premulAlpha: boolean;
  64582. /**
  64583. * Gets or sets a number used to scale rendering size (2 means that the texture will be twice bigger).
  64584. * Useful when you want more antialiasing
  64585. */
  64586. renderScale: number;
  64587. /** Gets or sets the background color */
  64588. background: string;
  64589. /**
  64590. * Gets or sets the ideal width used to design controls.
  64591. * The GUI will then rescale everything accordingly
  64592. * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling
  64593. */
  64594. idealWidth: number;
  64595. /**
  64596. * Gets or sets the ideal height used to design controls.
  64597. * The GUI will then rescale everything accordingly
  64598. * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling
  64599. */
  64600. idealHeight: number;
  64601. /**
  64602. * Gets or sets a boolean indicating if the smallest ideal value must be used if idealWidth and idealHeight are both set
  64603. * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling
  64604. */
  64605. useSmallestIdeal: boolean;
  64606. /**
  64607. * Gets or sets a boolean indicating if adaptive scaling must be used
  64608. * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling
  64609. */
  64610. renderAtIdealSize: boolean;
  64611. /**
  64612. * Gets the underlying layer used to render the texture when in fullscreen mode
  64613. */
  64614. readonly layer: BABYLON.Nullable<BABYLON.Layer>;
  64615. /**
  64616. * Gets the root container control
  64617. */
  64618. readonly rootContainer: Container;
  64619. /**
  64620. * Returns an array containing the root container.
  64621. * This is mostly used to let the Inspector introspects the ADT
  64622. * @returns an array containing the rootContainer
  64623. */
  64624. getChildren(): Array<Container>;
  64625. /**
  64626. * Will return all controls that are inside this texture
  64627. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  64628. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  64629. * @return all child controls
  64630. */
  64631. getDescendants(directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): Control[];
  64632. /**
  64633. * Gets or sets the current focused control
  64634. */
  64635. focusedControl: BABYLON.Nullable<IFocusableControl>;
  64636. /**
  64637. * Gets or sets a boolean indicating if the texture must be rendered in background or foreground when in fullscreen mode
  64638. */
  64639. isForeground: boolean;
  64640. /**
  64641. * Gets or set information about clipboardData
  64642. */
  64643. clipboardData: string;
  64644. /**
  64645. * Creates a new AdvancedDynamicTexture
  64646. * @param name defines the name of the texture
  64647. * @param width defines the width of the texture
  64648. * @param height defines the height of the texture
  64649. * @param scene defines the hosting scene
  64650. * @param generateMipMaps defines a boolean indicating if mipmaps must be generated (false by default)
  64651. * @param samplingMode defines the texture sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  64652. */
  64653. constructor(name: string, width: number | undefined, height: number | undefined, scene: BABYLON.Nullable<BABYLON.Scene>, generateMipMaps?: boolean, samplingMode?: number);
  64654. /**
  64655. * Get the current class name of the texture useful for serialization or dynamic coding.
  64656. * @returns "AdvancedDynamicTexture"
  64657. */
  64658. getClassName(): string;
  64659. /**
  64660. * Function used to execute a function on all controls
  64661. * @param func defines the function to execute
  64662. * @param container defines the container where controls belong. If null the root container will be used
  64663. */
  64664. executeOnAllControls(func: (control: Control) => void, container?: Container): void;
  64665. private _useInvalidateRectOptimization;
  64666. /**
  64667. * Gets or sets a boolean indicating if the InvalidateRect optimization should be turned on
  64668. */
  64669. useInvalidateRectOptimization: boolean;
  64670. private _invalidatedRectangle;
  64671. /**
  64672. * Invalidates a rectangle area on the gui texture
  64673. * @param invalidMinX left most position of the rectangle to invalidate in the texture
  64674. * @param invalidMinY top most position of the rectangle to invalidate in the texture
  64675. * @param invalidMaxX right most position of the rectangle to invalidate in the texture
  64676. * @param invalidMaxY bottom most position of the rectangle to invalidate in the texture
  64677. */
  64678. invalidateRect(invalidMinX: number, invalidMinY: number, invalidMaxX: number, invalidMaxY: number): void;
  64679. /**
  64680. * Marks the texture as dirty forcing a complete update
  64681. */
  64682. markAsDirty(): void;
  64683. /**
  64684. * Helper function used to create a new style
  64685. * @returns a new style
  64686. * @see http://doc.babylonjs.com/how_to/gui#styles
  64687. */
  64688. createStyle(): Style;
  64689. /**
  64690. * Adds a new control to the root container
  64691. * @param control defines the control to add
  64692. * @returns the current texture
  64693. */
  64694. addControl(control: Control): AdvancedDynamicTexture;
  64695. /**
  64696. * Removes a control from the root container
  64697. * @param control defines the control to remove
  64698. * @returns the current texture
  64699. */
  64700. removeControl(control: Control): AdvancedDynamicTexture;
  64701. /**
  64702. * Release all resources
  64703. */
  64704. dispose(): void;
  64705. private _onResize;
  64706. /** @hidden */
  64707. _getGlobalViewport(scene: BABYLON.Scene): BABYLON.Viewport;
  64708. /**
  64709. * Get screen coordinates for a vector3
  64710. * @param position defines the position to project
  64711. * @param worldMatrix defines the world matrix to use
  64712. * @returns the projected position
  64713. */
  64714. getProjectedPosition(position: BABYLON.Vector3, worldMatrix: BABYLON.Matrix): BABYLON.Vector2;
  64715. private _checkUpdate;
  64716. private _clearMeasure;
  64717. private _render;
  64718. /** @hidden */
  64719. _changeCursor(cursor: string): void;
  64720. /** @hidden */
  64721. _registerLastControlDown(control: Control, pointerId: number): void;
  64722. private _doPicking;
  64723. /** @hidden */
  64724. _cleanControlAfterRemovalFromList(list: {
  64725. [pointerId: number]: Control;
  64726. }, control: Control): void;
  64727. /** @hidden */
  64728. _cleanControlAfterRemoval(control: Control): void;
  64729. /** Attach to all scene events required to support pointer events */
  64730. attach(): void;
  64731. /** @hidden */
  64732. private onClipboardCopy;
  64733. /** @hidden */
  64734. private onClipboardCut;
  64735. /** @hidden */
  64736. private onClipboardPaste;
  64737. /**
  64738. * Register the clipboard Events onto the canvas
  64739. */
  64740. registerClipboardEvents(): void;
  64741. /**
  64742. * Unregister the clipboard Events from the canvas
  64743. */
  64744. unRegisterClipboardEvents(): void;
  64745. /**
  64746. * Connect the texture to a hosting mesh to enable interactions
  64747. * @param mesh defines the mesh to attach to
  64748. * @param supportPointerMove defines a boolean indicating if pointer move events must be catched as well
  64749. */
  64750. attachToMesh(mesh: BABYLON.AbstractMesh, supportPointerMove?: boolean): void;
  64751. /**
  64752. * Move the focus to a specific control
  64753. * @param control defines the control which will receive the focus
  64754. */
  64755. moveFocusToControl(control: IFocusableControl): void;
  64756. private _manageFocus;
  64757. private _attachToOnPointerOut;
  64758. /**
  64759. * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh)
  64760. * @param mesh defines the mesh which will receive the texture
  64761. * @param width defines the texture width (1024 by default)
  64762. * @param height defines the texture height (1024 by default)
  64763. * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)
  64764. * @param onlyAlphaTesting defines a boolean indicating that alpha blending will not be used (only alpha testing) (false by default)
  64765. * @returns a new AdvancedDynamicTexture
  64766. */
  64767. static CreateForMesh(mesh: BABYLON.AbstractMesh, width?: number, height?: number, supportPointerMove?: boolean, onlyAlphaTesting?: boolean): AdvancedDynamicTexture;
  64768. /**
  64769. * Creates a new AdvancedDynamicTexture in fullscreen mode.
  64770. * In this mode the texture will rely on a layer for its rendering.
  64771. * This allows it to be treated like any other layer.
  64772. * As such, if you have a multi camera setup, you can set the layerMask on the GUI as well.
  64773. * LayerMask is set through advancedTexture.layer.layerMask
  64774. * @param name defines name for the texture
  64775. * @param foreground defines a boolean indicating if the texture must be rendered in foreground (default is true)
  64776. * @param scene defines the hsoting scene
  64777. * @param sampling defines the texture sampling mode (Texture.BILINEAR_SAMPLINGMODE by default)
  64778. * @returns a new AdvancedDynamicTexture
  64779. */
  64780. static CreateFullscreenUI(name: string, foreground?: boolean, scene?: BABYLON.Nullable<BABYLON.Scene>, sampling?: number): AdvancedDynamicTexture;
  64781. }
  64782. }
  64783. declare module BABYLON.GUI {
  64784. /**
  64785. * Root class used for all 2D controls
  64786. * @see http://doc.babylonjs.com/how_to/gui#controls
  64787. */
  64788. export class Control {
  64789. /** defines the name of the control */
  64790. name?: string | undefined;
  64791. /**
  64792. * Gets or sets a boolean indicating if alpha must be an inherited value (false by default)
  64793. */
  64794. static AllowAlphaInheritance: boolean;
  64795. private _alpha;
  64796. private _alphaSet;
  64797. private _zIndex;
  64798. /** @hidden */
  64799. _host: AdvancedDynamicTexture;
  64800. /** Gets or sets the control parent */
  64801. parent: BABYLON.Nullable<Container>;
  64802. /** @hidden */
  64803. _currentMeasure: Measure;
  64804. private _fontFamily;
  64805. private _fontStyle;
  64806. private _fontWeight;
  64807. private _fontSize;
  64808. private _font;
  64809. /** @hidden */
  64810. _width: ValueAndUnit;
  64811. /** @hidden */
  64812. _height: ValueAndUnit;
  64813. /** @hidden */
  64814. protected _fontOffset: {
  64815. ascent: number;
  64816. height: number;
  64817. descent: number;
  64818. };
  64819. private _color;
  64820. private _style;
  64821. private _styleObserver;
  64822. /** @hidden */
  64823. protected _horizontalAlignment: number;
  64824. /** @hidden */
  64825. protected _verticalAlignment: number;
  64826. /** @hidden */
  64827. protected _isDirty: boolean;
  64828. /** @hidden */
  64829. protected _wasDirty: boolean;
  64830. /** @hidden */
  64831. _tempParentMeasure: Measure;
  64832. /** @hidden */
  64833. _prevCurrentMeasureTransformedIntoGlobalSpace: Measure;
  64834. /** @hidden */
  64835. protected _cachedParentMeasure: Measure;
  64836. private _paddingLeft;
  64837. private _paddingRight;
  64838. private _paddingTop;
  64839. private _paddingBottom;
  64840. /** @hidden */
  64841. _left: ValueAndUnit;
  64842. /** @hidden */
  64843. _top: ValueAndUnit;
  64844. private _scaleX;
  64845. private _scaleY;
  64846. private _rotation;
  64847. private _transformCenterX;
  64848. private _transformCenterY;
  64849. /** @hidden */
  64850. _transformMatrix: Matrix2D;
  64851. /** @hidden */
  64852. protected _invertTransformMatrix: Matrix2D;
  64853. /** @hidden */
  64854. protected _transformedPosition: BABYLON.Vector2;
  64855. private _isMatrixDirty;
  64856. private _cachedOffsetX;
  64857. private _cachedOffsetY;
  64858. private _isVisible;
  64859. private _isHighlighted;
  64860. /** @hidden */
  64861. _linkedMesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
  64862. private _fontSet;
  64863. private _dummyVector2;
  64864. private _downCount;
  64865. private _enterCount;
  64866. private _doNotRender;
  64867. private _downPointerIds;
  64868. protected _isEnabled: boolean;
  64869. protected _disabledColor: string;
  64870. /** @hidden */
  64871. protected _rebuildLayout: boolean;
  64872. /** @hidden */
  64873. _isClipped: boolean;
  64874. /** @hidden */
  64875. _tag: any;
  64876. /**
  64877. * Gets or sets the unique id of the node. Please note that this number will be updated when the control is added to a container
  64878. */
  64879. uniqueId: number;
  64880. /**
  64881. * Gets or sets an object used to store user defined information for the node
  64882. */
  64883. metadata: any;
  64884. /** Gets or sets a boolean indicating if the control can be hit with pointer events */
  64885. isHitTestVisible: boolean;
  64886. /** Gets or sets a boolean indicating if the control can block pointer events */
  64887. isPointerBlocker: boolean;
  64888. /** Gets or sets a boolean indicating if the control can be focusable */
  64889. isFocusInvisible: boolean;
  64890. /**
  64891. * Gets or sets a boolean indicating if the children are clipped to the current control bounds.
  64892. * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children
  64893. */
  64894. clipChildren: boolean;
  64895. /**
  64896. * Gets or sets a boolean indicating that control content must be clipped
  64897. * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children
  64898. */
  64899. clipContent: boolean;
  64900. /**
  64901. * Gets or sets a boolean indicating that the current control should cache its rendering (useful when the control does not change often)
  64902. */
  64903. useBitmapCache: boolean;
  64904. private _cacheData;
  64905. private _shadowOffsetX;
  64906. /** Gets or sets a value indicating the offset to apply on X axis to render the shadow */
  64907. shadowOffsetX: number;
  64908. private _shadowOffsetY;
  64909. /** Gets or sets a value indicating the offset to apply on Y axis to render the shadow */
  64910. shadowOffsetY: number;
  64911. private _shadowBlur;
  64912. /** Gets or sets a value indicating the amount of blur to use to render the shadow */
  64913. shadowBlur: number;
  64914. private _shadowColor;
  64915. /** Gets or sets a value indicating the color of the shadow (black by default ie. "#000") */
  64916. shadowColor: string;
  64917. /** Gets or sets the cursor to use when the control is hovered */
  64918. hoverCursor: string;
  64919. /** @hidden */
  64920. protected _linkOffsetX: ValueAndUnit;
  64921. /** @hidden */
  64922. protected _linkOffsetY: ValueAndUnit;
  64923. /** Gets the control type name */
  64924. readonly typeName: string;
  64925. /**
  64926. * Get the current class name of the control.
  64927. * @returns current class name
  64928. */
  64929. getClassName(): string;
  64930. /**
  64931. * An event triggered when the pointer move over the control.
  64932. */
  64933. onPointerMoveObservable: BABYLON.Observable<BABYLON.Vector2>;
  64934. /**
  64935. * An event triggered when the pointer move out of the control.
  64936. */
  64937. onPointerOutObservable: BABYLON.Observable<Control>;
  64938. /**
  64939. * An event triggered when the pointer taps the control
  64940. */
  64941. onPointerDownObservable: BABYLON.Observable<Vector2WithInfo>;
  64942. /**
  64943. * An event triggered when pointer up
  64944. */
  64945. onPointerUpObservable: BABYLON.Observable<Vector2WithInfo>;
  64946. /**
  64947. * An event triggered when a control is clicked on
  64948. */
  64949. onPointerClickObservable: BABYLON.Observable<Vector2WithInfo>;
  64950. /**
  64951. * An event triggered when pointer enters the control
  64952. */
  64953. onPointerEnterObservable: BABYLON.Observable<Control>;
  64954. /**
  64955. * An event triggered when the control is marked as dirty
  64956. */
  64957. onDirtyObservable: BABYLON.Observable<Control>;
  64958. /**
  64959. * An event triggered before drawing the control
  64960. */
  64961. onBeforeDrawObservable: BABYLON.Observable<Control>;
  64962. /**
  64963. * An event triggered after the control was drawn
  64964. */
  64965. onAfterDrawObservable: BABYLON.Observable<Control>;
  64966. /**
  64967. * Get the hosting AdvancedDynamicTexture
  64968. */
  64969. readonly host: AdvancedDynamicTexture;
  64970. /** Gets or set information about font offsets (used to render and align text) */
  64971. fontOffset: {
  64972. ascent: number;
  64973. height: number;
  64974. descent: number;
  64975. };
  64976. /** Gets or sets alpha value for the control (1 means opaque and 0 means entirely transparent) */
  64977. alpha: number;
  64978. /**
  64979. * Gets or sets a boolean indicating that we want to highlight the control (mostly for debugging purpose)
  64980. */
  64981. isHighlighted: boolean;
  64982. /** Gets or sets a value indicating the scale factor on X axis (1 by default)
  64983. * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling
  64984. */
  64985. scaleX: number;
  64986. /** Gets or sets a value indicating the scale factor on Y axis (1 by default)
  64987. * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling
  64988. */
  64989. scaleY: number;
  64990. /** Gets or sets the rotation angle (0 by default)
  64991. * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling
  64992. */
  64993. rotation: number;
  64994. /** Gets or sets the transformation center on Y axis (0 by default)
  64995. * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling
  64996. */
  64997. transformCenterY: number;
  64998. /** Gets or sets the transformation center on X axis (0 by default)
  64999. * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling
  65000. */
  65001. transformCenterX: number;
  65002. /**
  65003. * Gets or sets the horizontal alignment
  65004. * @see http://doc.babylonjs.com/how_to/gui#alignments
  65005. */
  65006. horizontalAlignment: number;
  65007. /**
  65008. * Gets or sets the vertical alignment
  65009. * @see http://doc.babylonjs.com/how_to/gui#alignments
  65010. */
  65011. verticalAlignment: number;
  65012. /**
  65013. * Gets or sets control width
  65014. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65015. */
  65016. width: string | number;
  65017. /**
  65018. * Gets or sets the control width in pixel
  65019. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65020. */
  65021. widthInPixels: number;
  65022. /**
  65023. * Gets or sets control height
  65024. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65025. */
  65026. height: string | number;
  65027. /**
  65028. * Gets or sets control height in pixel
  65029. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65030. */
  65031. heightInPixels: number;
  65032. /** Gets or set font family */
  65033. fontFamily: string;
  65034. /** Gets or sets font style */
  65035. fontStyle: string;
  65036. /** Gets or sets font weight */
  65037. fontWeight: string;
  65038. /**
  65039. * Gets or sets style
  65040. * @see http://doc.babylonjs.com/how_to/gui#styles
  65041. */
  65042. style: BABYLON.Nullable<Style>;
  65043. /** @hidden */
  65044. readonly _isFontSizeInPercentage: boolean;
  65045. /** Gets or sets font size in pixels */
  65046. fontSizeInPixels: number;
  65047. /** Gets or sets font size */
  65048. fontSize: string | number;
  65049. /** Gets or sets foreground color */
  65050. color: string;
  65051. /** Gets or sets z index which is used to reorder controls on the z axis */
  65052. zIndex: number;
  65053. /** Gets or sets a boolean indicating if the control can be rendered */
  65054. notRenderable: boolean;
  65055. /** Gets or sets a boolean indicating if the control is visible */
  65056. isVisible: boolean;
  65057. /** Gets a boolean indicating that the control needs to update its rendering */
  65058. readonly isDirty: boolean;
  65059. /**
  65060. * Gets the current linked mesh (or null if none)
  65061. */
  65062. readonly linkedMesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
  65063. /**
  65064. * Gets or sets a value indicating the padding to use on the left of the control
  65065. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65066. */
  65067. paddingLeft: string | number;
  65068. /**
  65069. * Gets or sets a value indicating the padding in pixels to use on the left of the control
  65070. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65071. */
  65072. paddingLeftInPixels: number;
  65073. /**
  65074. * Gets or sets a value indicating the padding to use on the right of the control
  65075. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65076. */
  65077. paddingRight: string | number;
  65078. /**
  65079. * Gets or sets a value indicating the padding in pixels to use on the right of the control
  65080. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65081. */
  65082. paddingRightInPixels: number;
  65083. /**
  65084. * Gets or sets a value indicating the padding to use on the top of the control
  65085. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65086. */
  65087. paddingTop: string | number;
  65088. /**
  65089. * Gets or sets a value indicating the padding in pixels to use on the top of the control
  65090. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65091. */
  65092. paddingTopInPixels: number;
  65093. /**
  65094. * Gets or sets a value indicating the padding to use on the bottom of the control
  65095. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65096. */
  65097. paddingBottom: string | number;
  65098. /**
  65099. * Gets or sets a value indicating the padding in pixels to use on the bottom of the control
  65100. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65101. */
  65102. paddingBottomInPixels: number;
  65103. /**
  65104. * Gets or sets a value indicating the left coordinate of the control
  65105. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65106. */
  65107. left: string | number;
  65108. /**
  65109. * Gets or sets a value indicating the left coordinate in pixels of the control
  65110. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65111. */
  65112. leftInPixels: number;
  65113. /**
  65114. * Gets or sets a value indicating the top coordinate of the control
  65115. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65116. */
  65117. top: string | number;
  65118. /**
  65119. * Gets or sets a value indicating the top coordinate in pixels of the control
  65120. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  65121. */
  65122. topInPixels: number;
  65123. /**
  65124. * Gets or sets a value indicating the offset on X axis to the linked mesh
  65125. * @see http://doc.babylonjs.com/how_to/gui#tracking-positions
  65126. */
  65127. linkOffsetX: string | number;
  65128. /**
  65129. * Gets or sets a value indicating the offset in pixels on X axis to the linked mesh
  65130. * @see http://doc.babylonjs.com/how_to/gui#tracking-positions
  65131. */
  65132. linkOffsetXInPixels: number;
  65133. /**
  65134. * Gets or sets a value indicating the offset on Y axis to the linked mesh
  65135. * @see http://doc.babylonjs.com/how_to/gui#tracking-positions
  65136. */
  65137. linkOffsetY: string | number;
  65138. /**
  65139. * Gets or sets a value indicating the offset in pixels on Y axis to the linked mesh
  65140. * @see http://doc.babylonjs.com/how_to/gui#tracking-positions
  65141. */
  65142. linkOffsetYInPixels: number;
  65143. /** Gets the center coordinate on X axis */
  65144. readonly centerX: number;
  65145. /** Gets the center coordinate on Y axis */
  65146. readonly centerY: number;
  65147. /** Gets or sets if control is Enabled*/
  65148. isEnabled: boolean;
  65149. /** Gets or sets background color of control if it's disabled*/
  65150. disabledColor: string;
  65151. /**
  65152. * Creates a new control
  65153. * @param name defines the name of the control
  65154. */
  65155. constructor(
  65156. /** defines the name of the control */
  65157. name?: string | undefined);
  65158. /** @hidden */
  65159. protected _getTypeName(): string;
  65160. /**
  65161. * Gets the first ascendant in the hierarchy of the given type
  65162. * @param className defines the required type
  65163. * @returns the ascendant or null if not found
  65164. */
  65165. getAscendantOfClass(className: string): BABYLON.Nullable<Control>;
  65166. /** @hidden */
  65167. _resetFontCache(): void;
  65168. /**
  65169. * Determines if a container is an ascendant of the current control
  65170. * @param container defines the container to look for
  65171. * @returns true if the container is one of the ascendant of the control
  65172. */
  65173. isAscendant(container: Control): boolean;
  65174. /**
  65175. * Gets coordinates in local control space
  65176. * @param globalCoordinates defines the coordinates to transform
  65177. * @returns the new coordinates in local space
  65178. */
  65179. getLocalCoordinates(globalCoordinates: BABYLON.Vector2): BABYLON.Vector2;
  65180. /**
  65181. * Gets coordinates in local control space
  65182. * @param globalCoordinates defines the coordinates to transform
  65183. * @param result defines the target vector2 where to store the result
  65184. * @returns the current control
  65185. */
  65186. getLocalCoordinatesToRef(globalCoordinates: BABYLON.Vector2, result: BABYLON.Vector2): Control;
  65187. /**
  65188. * Gets coordinates in parent local control space
  65189. * @param globalCoordinates defines the coordinates to transform
  65190. * @returns the new coordinates in parent local space
  65191. */
  65192. getParentLocalCoordinates(globalCoordinates: BABYLON.Vector2): BABYLON.Vector2;
  65193. /**
  65194. * Move the current control to a vector3 position projected onto the screen.
  65195. * @param position defines the target position
  65196. * @param scene defines the hosting scene
  65197. */
  65198. moveToVector3(position: BABYLON.Vector3, scene: BABYLON.Scene): void;
  65199. /** @hidden */
  65200. _getDescendants(results: Control[], directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): void;
  65201. /**
  65202. * Will return all controls that have this control as ascendant
  65203. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  65204. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  65205. * @return all child controls
  65206. */
  65207. getDescendants(directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): Control[];
  65208. /**
  65209. * Link current control with a target mesh
  65210. * @param mesh defines the mesh to link with
  65211. * @see http://doc.babylonjs.com/how_to/gui#tracking-positions
  65212. */
  65213. linkWithMesh(mesh: BABYLON.Nullable<BABYLON.AbstractMesh>): void;
  65214. /** @hidden */
  65215. _moveToProjectedPosition(projectedPosition: BABYLON.Vector3): void;
  65216. /** @hidden */
  65217. _offsetLeft(offset: number): void;
  65218. /** @hidden */
  65219. _offsetTop(offset: number): void;
  65220. /** @hidden */
  65221. _markMatrixAsDirty(): void;
  65222. /** @hidden */
  65223. _flagDescendantsAsMatrixDirty(): void;
  65224. /** @hidden */
  65225. _intersectsRect(rect: Measure): boolean;
  65226. /** @hidden */
  65227. protected invalidateRect(): void;
  65228. /** @hidden */
  65229. _markAsDirty(force?: boolean): void;
  65230. /** @hidden */
  65231. _markAllAsDirty(): void;
  65232. /** @hidden */
  65233. _link(host: AdvancedDynamicTexture): void;
  65234. /** @hidden */
  65235. protected _transform(context?: CanvasRenderingContext2D): void;
  65236. /** @hidden */
  65237. _renderHighlight(context: CanvasRenderingContext2D): void;
  65238. /** @hidden */
  65239. _renderHighlightSpecific(context: CanvasRenderingContext2D): void;
  65240. /** @hidden */
  65241. protected _applyStates(context: CanvasRenderingContext2D): void;
  65242. /** @hidden */
  65243. _layout(parentMeasure: Measure, context: CanvasRenderingContext2D): boolean;
  65244. /** @hidden */
  65245. protected _processMeasures(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65246. protected _evaluateClippingState(parentMeasure: Measure): void;
  65247. /** @hidden */
  65248. _measure(): void;
  65249. /** @hidden */
  65250. protected _computeAlignment(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65251. /** @hidden */
  65252. protected _preMeasure(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65253. /** @hidden */
  65254. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65255. /** @hidden */
  65256. protected _clipForChildren(context: CanvasRenderingContext2D): void;
  65257. private static _ClipMeasure;
  65258. private _tmpMeasureA;
  65259. private _clip;
  65260. /** @hidden */
  65261. _render(context: CanvasRenderingContext2D, invalidatedRectangle?: BABYLON.Nullable<Measure>): boolean;
  65262. /** @hidden */
  65263. _draw(context: CanvasRenderingContext2D, invalidatedRectangle?: BABYLON.Nullable<Measure>): void;
  65264. /**
  65265. * Tests if a given coordinates belong to the current control
  65266. * @param x defines x coordinate to test
  65267. * @param y defines y coordinate to test
  65268. * @returns true if the coordinates are inside the control
  65269. */
  65270. contains(x: number, y: number): boolean;
  65271. /** @hidden */
  65272. _processPicking(x: number, y: number, type: number, pointerId: number, buttonIndex: number): boolean;
  65273. /** @hidden */
  65274. _onPointerMove(target: Control, coordinates: BABYLON.Vector2, pointerId: number): void;
  65275. /** @hidden */
  65276. _onPointerEnter(target: Control): boolean;
  65277. /** @hidden */
  65278. _onPointerOut(target: Control, force?: boolean): void;
  65279. /** @hidden */
  65280. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  65281. /** @hidden */
  65282. _onPointerUp(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  65283. /** @hidden */
  65284. _forcePointerUp(pointerId?: BABYLON.Nullable<number>): void;
  65285. /** @hidden */
  65286. _processObservables(type: number, x: number, y: number, pointerId: number, buttonIndex: number): boolean;
  65287. private _prepareFont;
  65288. /** Releases associated resources */
  65289. dispose(): void;
  65290. private static _HORIZONTAL_ALIGNMENT_LEFT;
  65291. private static _HORIZONTAL_ALIGNMENT_RIGHT;
  65292. private static _HORIZONTAL_ALIGNMENT_CENTER;
  65293. private static _VERTICAL_ALIGNMENT_TOP;
  65294. private static _VERTICAL_ALIGNMENT_BOTTOM;
  65295. private static _VERTICAL_ALIGNMENT_CENTER;
  65296. /** HORIZONTAL_ALIGNMENT_LEFT */
  65297. static readonly HORIZONTAL_ALIGNMENT_LEFT: number;
  65298. /** HORIZONTAL_ALIGNMENT_RIGHT */
  65299. static readonly HORIZONTAL_ALIGNMENT_RIGHT: number;
  65300. /** HORIZONTAL_ALIGNMENT_CENTER */
  65301. static readonly HORIZONTAL_ALIGNMENT_CENTER: number;
  65302. /** VERTICAL_ALIGNMENT_TOP */
  65303. static readonly VERTICAL_ALIGNMENT_TOP: number;
  65304. /** VERTICAL_ALIGNMENT_BOTTOM */
  65305. static readonly VERTICAL_ALIGNMENT_BOTTOM: number;
  65306. /** VERTICAL_ALIGNMENT_CENTER */
  65307. static readonly VERTICAL_ALIGNMENT_CENTER: number;
  65308. private static _FontHeightSizes;
  65309. /** @hidden */
  65310. static _GetFontOffset(font: string): {
  65311. ascent: number;
  65312. height: number;
  65313. descent: number;
  65314. };
  65315. /**
  65316. * Creates a stack panel that can be used to render headers
  65317. * @param control defines the control to associate with the header
  65318. * @param text defines the text of the header
  65319. * @param size defines the size of the header
  65320. * @param options defines options used to configure the header
  65321. * @returns a new StackPanel
  65322. * @ignore
  65323. * @hidden
  65324. */
  65325. static AddHeader: (control: Control, text: string, size: string | number, options: {
  65326. isHorizontal: boolean;
  65327. controlFirst: boolean;
  65328. }) => any;
  65329. /** @hidden */
  65330. protected static drawEllipse(x: number, y: number, width: number, height: number, context: CanvasRenderingContext2D): void;
  65331. }
  65332. }
  65333. declare module BABYLON.GUI {
  65334. /**
  65335. * Root class for 2D containers
  65336. * @see http://doc.babylonjs.com/how_to/gui#containers
  65337. */
  65338. export class Container extends Control {
  65339. name?: string | undefined;
  65340. /** @hidden */
  65341. protected _children: Control[];
  65342. /** @hidden */
  65343. protected _measureForChildren: Measure;
  65344. /** @hidden */
  65345. protected _background: string;
  65346. /** @hidden */
  65347. protected _adaptWidthToChildren: boolean;
  65348. /** @hidden */
  65349. protected _adaptHeightToChildren: boolean;
  65350. /**
  65351. * Gets or sets a boolean indicating that layout cycle errors should be displayed on the console
  65352. */
  65353. logLayoutCycleErrors: boolean;
  65354. /**
  65355. * Gets or sets the number of layout cycles (a change involved by a control while evaluating the layout) allowed
  65356. */
  65357. maxLayoutCycle: number;
  65358. /** Gets or sets a boolean indicating if the container should try to adapt to its children height */
  65359. adaptHeightToChildren: boolean;
  65360. /** Gets or sets a boolean indicating if the container should try to adapt to its children width */
  65361. adaptWidthToChildren: boolean;
  65362. /** Gets or sets background color */
  65363. background: string;
  65364. /** Gets the list of children */
  65365. readonly children: Control[];
  65366. /**
  65367. * Creates a new Container
  65368. * @param name defines the name of the container
  65369. */
  65370. constructor(name?: string | undefined);
  65371. protected _getTypeName(): string;
  65372. _flagDescendantsAsMatrixDirty(): void;
  65373. /**
  65374. * Gets a child using its name
  65375. * @param name defines the child name to look for
  65376. * @returns the child control if found
  65377. */
  65378. getChildByName(name: string): BABYLON.Nullable<Control>;
  65379. /**
  65380. * Gets a child using its type and its name
  65381. * @param name defines the child name to look for
  65382. * @param type defines the child type to look for
  65383. * @returns the child control if found
  65384. */
  65385. getChildByType(name: string, type: string): BABYLON.Nullable<Control>;
  65386. /**
  65387. * Search for a specific control in children
  65388. * @param control defines the control to look for
  65389. * @returns true if the control is in child list
  65390. */
  65391. containsControl(control: Control): boolean;
  65392. /**
  65393. * Adds a new control to the current container
  65394. * @param control defines the control to add
  65395. * @returns the current container
  65396. */
  65397. addControl(control: BABYLON.Nullable<Control>): Container;
  65398. /**
  65399. * Removes all controls from the current container
  65400. * @returns the current container
  65401. */
  65402. clearControls(): Container;
  65403. /**
  65404. * Removes a control from the current container
  65405. * @param control defines the control to remove
  65406. * @returns the current container
  65407. */
  65408. removeControl(control: Control): Container;
  65409. /** @hidden */
  65410. _reOrderControl(control: Control): void;
  65411. /** @hidden */
  65412. _offsetLeft(offset: number): void;
  65413. /** @hidden */
  65414. _offsetTop(offset: number): void;
  65415. /** @hidden */
  65416. _markAllAsDirty(): void;
  65417. /** @hidden */
  65418. protected _localDraw(context: CanvasRenderingContext2D): void;
  65419. /** @hidden */
  65420. _link(host: AdvancedDynamicTexture): void;
  65421. /** @hidden */
  65422. protected _beforeLayout(): void;
  65423. /** @hidden */
  65424. protected _processMeasures(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65425. /** @hidden */
  65426. _layout(parentMeasure: Measure, context: CanvasRenderingContext2D): boolean;
  65427. protected _postMeasure(): void;
  65428. /** @hidden */
  65429. _draw(context: CanvasRenderingContext2D, invalidatedRectangle?: Measure): void;
  65430. /** @hidden */
  65431. _getDescendants(results: Control[], directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): void;
  65432. /** @hidden */
  65433. _processPicking(x: number, y: number, type: number, pointerId: number, buttonIndex: number): boolean;
  65434. /** @hidden */
  65435. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65436. /** Releases associated resources */
  65437. dispose(): void;
  65438. }
  65439. }
  65440. declare module BABYLON.GUI {
  65441. /** Class used to create rectangle container */
  65442. export class Rectangle extends Container {
  65443. name?: string | undefined;
  65444. private _thickness;
  65445. private _cornerRadius;
  65446. /** Gets or sets border thickness */
  65447. thickness: number;
  65448. /** Gets or sets the corner radius angle */
  65449. cornerRadius: number;
  65450. /**
  65451. * Creates a new Rectangle
  65452. * @param name defines the control name
  65453. */
  65454. constructor(name?: string | undefined);
  65455. protected _getTypeName(): string;
  65456. protected _localDraw(context: CanvasRenderingContext2D): void;
  65457. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65458. private _drawRoundedRect;
  65459. protected _clipForChildren(context: CanvasRenderingContext2D): void;
  65460. }
  65461. }
  65462. declare module BABYLON.GUI {
  65463. /**
  65464. * Enum that determines the text-wrapping mode to use.
  65465. */
  65466. export enum TextWrapping {
  65467. /**
  65468. * Clip the text when it's larger than Control.width; this is the default mode.
  65469. */
  65470. Clip = 0,
  65471. /**
  65472. * Wrap the text word-wise, i.e. try to add line-breaks at word boundary to fit within Control.width.
  65473. */
  65474. WordWrap = 1,
  65475. /**
  65476. * Ellipsize the text, i.e. shrink with trailing … when text is larger than Control.width.
  65477. */
  65478. Ellipsis = 2
  65479. }
  65480. /**
  65481. * Class used to create text block control
  65482. */
  65483. export class TextBlock extends Control {
  65484. /**
  65485. * Defines the name of the control
  65486. */
  65487. name?: string | undefined;
  65488. private _text;
  65489. private _textWrapping;
  65490. private _textHorizontalAlignment;
  65491. private _textVerticalAlignment;
  65492. private _lines;
  65493. private _resizeToFit;
  65494. private _lineSpacing;
  65495. private _outlineWidth;
  65496. private _outlineColor;
  65497. /**
  65498. * An event triggered after the text is changed
  65499. */
  65500. onTextChangedObservable: BABYLON.Observable<TextBlock>;
  65501. /**
  65502. * An event triggered after the text was broken up into lines
  65503. */
  65504. onLinesReadyObservable: BABYLON.Observable<TextBlock>;
  65505. /**
  65506. * Return the line list (you may need to use the onLinesReadyObservable to make sure the list is ready)
  65507. */
  65508. readonly lines: any[];
  65509. /**
  65510. * Gets or sets an boolean indicating that the TextBlock will be resized to fit container
  65511. */
  65512. /**
  65513. * Gets or sets an boolean indicating that the TextBlock will be resized to fit container
  65514. */
  65515. resizeToFit: boolean;
  65516. /**
  65517. * Gets or sets a boolean indicating if text must be wrapped
  65518. */
  65519. /**
  65520. * Gets or sets a boolean indicating if text must be wrapped
  65521. */
  65522. textWrapping: TextWrapping | boolean;
  65523. /**
  65524. * Gets or sets text to display
  65525. */
  65526. /**
  65527. * Gets or sets text to display
  65528. */
  65529. text: string;
  65530. /**
  65531. * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)
  65532. */
  65533. /**
  65534. * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)
  65535. */
  65536. textHorizontalAlignment: number;
  65537. /**
  65538. * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)
  65539. */
  65540. /**
  65541. * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)
  65542. */
  65543. textVerticalAlignment: number;
  65544. /**
  65545. * Gets or sets line spacing value
  65546. */
  65547. /**
  65548. * Gets or sets line spacing value
  65549. */
  65550. lineSpacing: string | number;
  65551. /**
  65552. * Gets or sets outlineWidth of the text to display
  65553. */
  65554. /**
  65555. * Gets or sets outlineWidth of the text to display
  65556. */
  65557. outlineWidth: number;
  65558. /**
  65559. * Gets or sets outlineColor of the text to display
  65560. */
  65561. /**
  65562. * Gets or sets outlineColor of the text to display
  65563. */
  65564. outlineColor: string;
  65565. /**
  65566. * Creates a new TextBlock object
  65567. * @param name defines the name of the control
  65568. * @param text defines the text to display (emptry string by default)
  65569. */
  65570. constructor(
  65571. /**
  65572. * Defines the name of the control
  65573. */
  65574. name?: string | undefined, text?: string);
  65575. protected _getTypeName(): string;
  65576. protected _processMeasures(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65577. private _drawText;
  65578. /** @hidden */
  65579. _draw(context: CanvasRenderingContext2D): void;
  65580. protected _applyStates(context: CanvasRenderingContext2D): void;
  65581. protected _breakLines(refWidth: number, context: CanvasRenderingContext2D): object[];
  65582. protected _parseLine(line: string | undefined, context: CanvasRenderingContext2D): object;
  65583. protected _parseLineEllipsis(line: string | undefined, width: number, context: CanvasRenderingContext2D): object;
  65584. protected _parseLineWordWrap(line: string | undefined, width: number, context: CanvasRenderingContext2D): object[];
  65585. protected _renderLines(context: CanvasRenderingContext2D): void;
  65586. /**
  65587. * Given a width constraint applied on the text block, find the expected height
  65588. * @returns expected height
  65589. */
  65590. computeExpectedHeight(): number;
  65591. dispose(): void;
  65592. }
  65593. }
  65594. declare module BABYLON.GUI {
  65595. /**
  65596. * Class used to create 2D images
  65597. */
  65598. export class Image extends Control {
  65599. name?: string | undefined;
  65600. private static _WorkingCanvas;
  65601. private _domImage;
  65602. private _imageWidth;
  65603. private _imageHeight;
  65604. private _loaded;
  65605. private _stretch;
  65606. private _source;
  65607. private _autoScale;
  65608. private _sourceLeft;
  65609. private _sourceTop;
  65610. private _sourceWidth;
  65611. private _sourceHeight;
  65612. private _cellWidth;
  65613. private _cellHeight;
  65614. private _cellId;
  65615. private _populateNinePatchSlicesFromImage;
  65616. private _sliceLeft;
  65617. private _sliceRight;
  65618. private _sliceTop;
  65619. private _sliceBottom;
  65620. private _detectPointerOnOpaqueOnly;
  65621. /**
  65622. * BABYLON.Observable notified when the content is loaded
  65623. */
  65624. onImageLoadedObservable: BABYLON.Observable<Image>;
  65625. /**
  65626. * BABYLON.Observable notified when _sourceLeft, _sourceTop, _sourceWidth and _sourceHeight are computed
  65627. */
  65628. onSVGAttributesComputedObservable: BABYLON.Observable<Image>;
  65629. /**
  65630. * Gets a boolean indicating that the content is loaded
  65631. */
  65632. readonly isLoaded: boolean;
  65633. /**
  65634. * Gets or sets a boolean indicating if nine patch slices (left, top, right, bottom) should be read from image data
  65635. */
  65636. populateNinePatchSlicesFromImage: boolean;
  65637. /**
  65638. * Gets or sets a boolean indicating if pointers should only be validated on pixels with alpha > 0.
  65639. * Beware using this as this will comsume more memory as the image has to be stored twice
  65640. */
  65641. detectPointerOnOpaqueOnly: boolean;
  65642. /**
  65643. * Gets or sets the left value for slicing (9-patch)
  65644. */
  65645. sliceLeft: number;
  65646. /**
  65647. * Gets or sets the right value for slicing (9-patch)
  65648. */
  65649. sliceRight: number;
  65650. /**
  65651. * Gets or sets the top value for slicing (9-patch)
  65652. */
  65653. sliceTop: number;
  65654. /**
  65655. * Gets or sets the bottom value for slicing (9-patch)
  65656. */
  65657. sliceBottom: number;
  65658. /**
  65659. * Gets or sets the left coordinate in the source image
  65660. */
  65661. sourceLeft: number;
  65662. /**
  65663. * Gets or sets the top coordinate in the source image
  65664. */
  65665. sourceTop: number;
  65666. /**
  65667. * Gets or sets the width to capture in the source image
  65668. */
  65669. sourceWidth: number;
  65670. /**
  65671. * Gets or sets the height to capture in the source image
  65672. */
  65673. sourceHeight: number;
  65674. /**
  65675. * Gets or sets a boolean indicating if the image can force its container to adapt its size
  65676. * @see http://doc.babylonjs.com/how_to/gui#image
  65677. */
  65678. autoScale: boolean;
  65679. /** Gets or sets the streching mode used by the image */
  65680. stretch: number;
  65681. /**
  65682. * Gets or sets the internal DOM image used to render the control
  65683. */
  65684. domImage: HTMLImageElement;
  65685. private _onImageLoaded;
  65686. private _extractNinePatchSliceDataFromImage;
  65687. /**
  65688. * Gets or sets image source url
  65689. */
  65690. source: BABYLON.Nullable<string>;
  65691. /**
  65692. * Checks for svg document with icon id present
  65693. */
  65694. private _svgCheck;
  65695. /**
  65696. * Sets sourceLeft, sourceTop, sourceWidth, sourceHeight automatically
  65697. * given external svg file and icon id
  65698. */
  65699. private _getSVGAttribs;
  65700. /**
  65701. * Gets or sets the cell width to use when animation sheet is enabled
  65702. * @see http://doc.babylonjs.com/how_to/gui#image
  65703. */
  65704. cellWidth: number;
  65705. /**
  65706. * Gets or sets the cell height to use when animation sheet is enabled
  65707. * @see http://doc.babylonjs.com/how_to/gui#image
  65708. */
  65709. cellHeight: number;
  65710. /**
  65711. * Gets or sets the cell id to use (this will turn on the animation sheet mode)
  65712. * @see http://doc.babylonjs.com/how_to/gui#image
  65713. */
  65714. cellId: number;
  65715. /**
  65716. * Creates a new Image
  65717. * @param name defines the control name
  65718. * @param url defines the image url
  65719. */
  65720. constructor(name?: string | undefined, url?: BABYLON.Nullable<string>);
  65721. /**
  65722. * Tests if a given coordinates belong to the current control
  65723. * @param x defines x coordinate to test
  65724. * @param y defines y coordinate to test
  65725. * @returns true if the coordinates are inside the control
  65726. */
  65727. contains(x: number, y: number): boolean;
  65728. protected _getTypeName(): string;
  65729. /** Force the control to synchronize with its content */
  65730. synchronizeSizeWithContent(): void;
  65731. protected _processMeasures(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65732. private _prepareWorkingCanvasForOpaqueDetection;
  65733. private _drawImage;
  65734. _draw(context: CanvasRenderingContext2D): void;
  65735. private _renderCornerPatch;
  65736. private _renderNinePatch;
  65737. dispose(): void;
  65738. /** STRETCH_NONE */
  65739. static readonly STRETCH_NONE: number;
  65740. /** STRETCH_FILL */
  65741. static readonly STRETCH_FILL: number;
  65742. /** STRETCH_UNIFORM */
  65743. static readonly STRETCH_UNIFORM: number;
  65744. /** STRETCH_EXTEND */
  65745. static readonly STRETCH_EXTEND: number;
  65746. /** NINE_PATCH */
  65747. static readonly STRETCH_NINE_PATCH: number;
  65748. }
  65749. }
  65750. declare module BABYLON.GUI {
  65751. /**
  65752. * Class used to create 2D buttons
  65753. */
  65754. export class Button extends Rectangle {
  65755. name?: string | undefined;
  65756. /**
  65757. * Function called to generate a pointer enter animation
  65758. */
  65759. pointerEnterAnimation: () => void;
  65760. /**
  65761. * Function called to generate a pointer out animation
  65762. */
  65763. pointerOutAnimation: () => void;
  65764. /**
  65765. * Function called to generate a pointer down animation
  65766. */
  65767. pointerDownAnimation: () => void;
  65768. /**
  65769. * Function called to generate a pointer up animation
  65770. */
  65771. pointerUpAnimation: () => void;
  65772. /**
  65773. * Gets or sets a boolean indicating that the button will let internal controls handle picking instead of doing it directly using its bounding info
  65774. */
  65775. delegatePickingToChildren: boolean;
  65776. private _image;
  65777. /**
  65778. * Returns the image part of the button (if any)
  65779. */
  65780. readonly image: BABYLON.Nullable<Image>;
  65781. private _textBlock;
  65782. /**
  65783. * Returns the image part of the button (if any)
  65784. */
  65785. readonly textBlock: BABYLON.Nullable<TextBlock>;
  65786. /**
  65787. * Creates a new Button
  65788. * @param name defines the name of the button
  65789. */
  65790. constructor(name?: string | undefined);
  65791. protected _getTypeName(): string;
  65792. /** @hidden */
  65793. _processPicking(x: number, y: number, type: number, pointerId: number, buttonIndex: number): boolean;
  65794. /** @hidden */
  65795. _onPointerEnter(target: Control): boolean;
  65796. /** @hidden */
  65797. _onPointerOut(target: Control, force?: boolean): void;
  65798. /** @hidden */
  65799. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  65800. /** @hidden */
  65801. _onPointerUp(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  65802. /**
  65803. * Creates a new button made with an image and a text
  65804. * @param name defines the name of the button
  65805. * @param text defines the text of the button
  65806. * @param imageUrl defines the url of the image
  65807. * @returns a new Button
  65808. */
  65809. static CreateImageButton(name: string, text: string, imageUrl: string): Button;
  65810. /**
  65811. * Creates a new button made with an image
  65812. * @param name defines the name of the button
  65813. * @param imageUrl defines the url of the image
  65814. * @returns a new Button
  65815. */
  65816. static CreateImageOnlyButton(name: string, imageUrl: string): Button;
  65817. /**
  65818. * Creates a new button made with a text
  65819. * @param name defines the name of the button
  65820. * @param text defines the text of the button
  65821. * @returns a new Button
  65822. */
  65823. static CreateSimpleButton(name: string, text: string): Button;
  65824. /**
  65825. * Creates a new button made with an image and a centered text
  65826. * @param name defines the name of the button
  65827. * @param text defines the text of the button
  65828. * @param imageUrl defines the url of the image
  65829. * @returns a new Button
  65830. */
  65831. static CreateImageWithCenterTextButton(name: string, text: string, imageUrl: string): Button;
  65832. }
  65833. }
  65834. declare module BABYLON.GUI {
  65835. /**
  65836. * Class used to create a 2D stack panel container
  65837. */
  65838. export class StackPanel extends Container {
  65839. name?: string | undefined;
  65840. private _isVertical;
  65841. private _manualWidth;
  65842. private _manualHeight;
  65843. private _doNotTrackManualChanges;
  65844. /**
  65845. * Gets or sets a boolean indicating that layou warnings should be ignored
  65846. */
  65847. ignoreLayoutWarnings: boolean;
  65848. /** Gets or sets a boolean indicating if the stack panel is vertical or horizontal*/
  65849. isVertical: boolean;
  65850. /**
  65851. * Gets or sets panel width.
  65852. * This value should not be set when in horizontal mode as it will be computed automatically
  65853. */
  65854. width: string | number;
  65855. /**
  65856. * Gets or sets panel height.
  65857. * This value should not be set when in vertical mode as it will be computed automatically
  65858. */
  65859. height: string | number;
  65860. /**
  65861. * Creates a new StackPanel
  65862. * @param name defines control name
  65863. */
  65864. constructor(name?: string | undefined);
  65865. protected _getTypeName(): string;
  65866. /** @hidden */
  65867. protected _preMeasure(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65868. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  65869. protected _postMeasure(): void;
  65870. }
  65871. }
  65872. declare module BABYLON.GUI {
  65873. /**
  65874. * Class used to represent a 2D checkbox
  65875. */
  65876. export class Checkbox extends Control {
  65877. name?: string | undefined;
  65878. private _isChecked;
  65879. private _background;
  65880. private _checkSizeRatio;
  65881. private _thickness;
  65882. /** Gets or sets border thickness */
  65883. thickness: number;
  65884. /**
  65885. * BABYLON.Observable raised when isChecked property changes
  65886. */
  65887. onIsCheckedChangedObservable: BABYLON.Observable<boolean>;
  65888. /** Gets or sets a value indicating the ratio between overall size and check size */
  65889. checkSizeRatio: number;
  65890. /** Gets or sets background color */
  65891. background: string;
  65892. /** Gets or sets a boolean indicating if the checkbox is checked or not */
  65893. isChecked: boolean;
  65894. /**
  65895. * Creates a new CheckBox
  65896. * @param name defines the control name
  65897. */
  65898. constructor(name?: string | undefined);
  65899. protected _getTypeName(): string;
  65900. /** @hidden */
  65901. _draw(context: CanvasRenderingContext2D): void;
  65902. /** @hidden */
  65903. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  65904. /**
  65905. * Utility function to easily create a checkbox with a header
  65906. * @param title defines the label to use for the header
  65907. * @param onValueChanged defines the callback to call when value changes
  65908. * @returns a StackPanel containing the checkbox and a textBlock
  65909. */
  65910. static AddCheckBoxWithHeader(title: string, onValueChanged: (value: boolean) => void): StackPanel;
  65911. }
  65912. }
  65913. declare module BABYLON.GUI {
  65914. /**
  65915. * Class used to store key control properties
  65916. */
  65917. export class KeyPropertySet {
  65918. /** Width */
  65919. width?: string;
  65920. /** Height */
  65921. height?: string;
  65922. /** Left padding */
  65923. paddingLeft?: string;
  65924. /** Right padding */
  65925. paddingRight?: string;
  65926. /** Top padding */
  65927. paddingTop?: string;
  65928. /** Bottom padding */
  65929. paddingBottom?: string;
  65930. /** Foreground color */
  65931. color?: string;
  65932. /** Background color */
  65933. background?: string;
  65934. }
  65935. /**
  65936. * Class used to create virtual keyboard
  65937. */
  65938. export class VirtualKeyboard extends StackPanel {
  65939. /** BABYLON.Observable raised when a key is pressed */
  65940. onKeyPressObservable: BABYLON.Observable<string>;
  65941. /** Gets or sets default key button width */
  65942. defaultButtonWidth: string;
  65943. /** Gets or sets default key button height */
  65944. defaultButtonHeight: string;
  65945. /** Gets or sets default key button left padding */
  65946. defaultButtonPaddingLeft: string;
  65947. /** Gets or sets default key button right padding */
  65948. defaultButtonPaddingRight: string;
  65949. /** Gets or sets default key button top padding */
  65950. defaultButtonPaddingTop: string;
  65951. /** Gets or sets default key button bottom padding */
  65952. defaultButtonPaddingBottom: string;
  65953. /** Gets or sets default key button foreground color */
  65954. defaultButtonColor: string;
  65955. /** Gets or sets default key button background color */
  65956. defaultButtonBackground: string;
  65957. /** Gets or sets shift button foreground color */
  65958. shiftButtonColor: string;
  65959. /** Gets or sets shift button thickness*/
  65960. selectedShiftThickness: number;
  65961. /** Gets shift key state */
  65962. shiftState: number;
  65963. protected _getTypeName(): string;
  65964. private _createKey;
  65965. /**
  65966. * Adds a new row of keys
  65967. * @param keys defines the list of keys to add
  65968. * @param propertySets defines the associated property sets
  65969. */
  65970. addKeysRow(keys: Array<string>, propertySets?: Array<KeyPropertySet>): void;
  65971. /**
  65972. * Set the shift key to a specific state
  65973. * @param shiftState defines the new shift state
  65974. */
  65975. applyShiftState(shiftState: number): void;
  65976. private _currentlyConnectedInputText;
  65977. private _connectedInputTexts;
  65978. private _onKeyPressObserver;
  65979. /** Gets the input text control currently attached to the keyboard */
  65980. readonly connectedInputText: BABYLON.Nullable<InputText>;
  65981. /**
  65982. * Connects the keyboard with an input text control
  65983. *
  65984. * @param input defines the target control
  65985. */
  65986. connect(input: InputText): void;
  65987. /**
  65988. * Disconnects the keyboard from connected InputText controls
  65989. *
  65990. * @param input optionally defines a target control, otherwise all are disconnected
  65991. */
  65992. disconnect(input?: InputText): void;
  65993. private _removeConnectedInputObservables;
  65994. /**
  65995. * Release all resources
  65996. */
  65997. dispose(): void;
  65998. /**
  65999. * Creates a new keyboard using a default layout
  66000. *
  66001. * @param name defines control name
  66002. * @returns a new VirtualKeyboard
  66003. */
  66004. static CreateDefaultLayout(name?: string): VirtualKeyboard;
  66005. }
  66006. }
  66007. declare module BABYLON.GUI {
  66008. /**
  66009. * Class used to create input text control
  66010. */
  66011. export class InputText extends Control implements IFocusableControl {
  66012. name?: string | undefined;
  66013. private _text;
  66014. private _placeholderText;
  66015. private _background;
  66016. private _focusedBackground;
  66017. private _focusedColor;
  66018. private _placeholderColor;
  66019. private _thickness;
  66020. private _margin;
  66021. private _autoStretchWidth;
  66022. private _maxWidth;
  66023. private _isFocused;
  66024. private _blinkTimeout;
  66025. private _blinkIsEven;
  66026. private _cursorOffset;
  66027. private _scrollLeft;
  66028. private _textWidth;
  66029. private _clickedCoordinate;
  66030. private _deadKey;
  66031. private _addKey;
  66032. private _currentKey;
  66033. private _isTextHighlightOn;
  66034. private _textHighlightColor;
  66035. private _highligherOpacity;
  66036. private _highlightedText;
  66037. private _startHighlightIndex;
  66038. private _endHighlightIndex;
  66039. private _cursorIndex;
  66040. private _onFocusSelectAll;
  66041. private _isPointerDown;
  66042. private _onClipboardObserver;
  66043. private _onPointerDblTapObserver;
  66044. /** @hidden */
  66045. _connectedVirtualKeyboard: BABYLON.Nullable<VirtualKeyboard>;
  66046. /** Gets or sets a string representing the message displayed on mobile when the control gets the focus */
  66047. promptMessage: string;
  66048. /** Force disable prompt on mobile device */
  66049. disableMobilePrompt: boolean;
  66050. /** BABYLON.Observable raised when the text changes */
  66051. onTextChangedObservable: BABYLON.Observable<InputText>;
  66052. /** BABYLON.Observable raised just before an entered character is to be added */
  66053. onBeforeKeyAddObservable: BABYLON.Observable<InputText>;
  66054. /** BABYLON.Observable raised when the control gets the focus */
  66055. onFocusObservable: BABYLON.Observable<InputText>;
  66056. /** BABYLON.Observable raised when the control loses the focus */
  66057. onBlurObservable: BABYLON.Observable<InputText>;
  66058. /**Observable raised when the text is highlighted */
  66059. onTextHighlightObservable: BABYLON.Observable<InputText>;
  66060. /**Observable raised when copy event is triggered */
  66061. onTextCopyObservable: BABYLON.Observable<InputText>;
  66062. /** BABYLON.Observable raised when cut event is triggered */
  66063. onTextCutObservable: BABYLON.Observable<InputText>;
  66064. /** BABYLON.Observable raised when paste event is triggered */
  66065. onTextPasteObservable: BABYLON.Observable<InputText>;
  66066. /** BABYLON.Observable raised when a key event was processed */
  66067. onKeyboardEventProcessedObservable: BABYLON.Observable<KeyboardEvent>;
  66068. /** Gets or sets the maximum width allowed by the control */
  66069. maxWidth: string | number;
  66070. /** Gets the maximum width allowed by the control in pixels */
  66071. readonly maxWidthInPixels: number;
  66072. /** Gets or sets the text highlighter transparency; default: 0.4 */
  66073. highligherOpacity: number;
  66074. /** Gets or sets a boolean indicating whether to select complete text by default on input focus */
  66075. onFocusSelectAll: boolean;
  66076. /** Gets or sets the text hightlight color */
  66077. textHighlightColor: string;
  66078. /** Gets or sets control margin */
  66079. margin: string;
  66080. /** Gets control margin in pixels */
  66081. readonly marginInPixels: number;
  66082. /** Gets or sets a boolean indicating if the control can auto stretch its width to adapt to the text */
  66083. autoStretchWidth: boolean;
  66084. /** Gets or sets border thickness */
  66085. thickness: number;
  66086. /** Gets or sets the background color when focused */
  66087. focusedBackground: string;
  66088. /** Gets or sets the background color when focused */
  66089. focusedColor: string;
  66090. /** Gets or sets the background color */
  66091. background: string;
  66092. /** Gets or sets the placeholder color */
  66093. placeholderColor: string;
  66094. /** Gets or sets the text displayed when the control is empty */
  66095. placeholderText: string;
  66096. /** Gets or sets the dead key flag */
  66097. deadKey: boolean;
  66098. /** Gets or sets the highlight text */
  66099. highlightedText: string;
  66100. /** Gets or sets if the current key should be added */
  66101. addKey: boolean;
  66102. /** Gets or sets the value of the current key being entered */
  66103. currentKey: string;
  66104. /** Gets or sets the text displayed in the control */
  66105. text: string;
  66106. /** Gets or sets control width */
  66107. width: string | number;
  66108. /**
  66109. * Creates a new InputText
  66110. * @param name defines the control name
  66111. * @param text defines the text of the control
  66112. */
  66113. constructor(name?: string | undefined, text?: string);
  66114. /** @hidden */
  66115. onBlur(): void;
  66116. /** @hidden */
  66117. onFocus(): void;
  66118. protected _getTypeName(): string;
  66119. /**
  66120. * Function called to get the list of controls that should not steal the focus from this control
  66121. * @returns an array of controls
  66122. */
  66123. keepsFocusWith(): BABYLON.Nullable<Control[]>;
  66124. /** @hidden */
  66125. processKey(keyCode: number, key?: string, evt?: KeyboardEvent): void;
  66126. /** @hidden */
  66127. private _updateValueFromCursorIndex;
  66128. /** @hidden */
  66129. private _processDblClick;
  66130. /** @hidden */
  66131. private _selectAllText;
  66132. /**
  66133. * Handles the keyboard event
  66134. * @param evt Defines the KeyboardEvent
  66135. */
  66136. processKeyboard(evt: KeyboardEvent): void;
  66137. /** @hidden */
  66138. private _onCopyText;
  66139. /** @hidden */
  66140. private _onCutText;
  66141. /** @hidden */
  66142. private _onPasteText;
  66143. _draw(context: CanvasRenderingContext2D): void;
  66144. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  66145. _onPointerMove(target: Control, coordinates: BABYLON.Vector2, pointerId: number): void;
  66146. _onPointerUp(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  66147. protected _beforeRenderText(text: string): string;
  66148. dispose(): void;
  66149. }
  66150. }
  66151. declare module BABYLON.GUI {
  66152. /**
  66153. * Class used to create a 2D grid container
  66154. */
  66155. export class Grid extends Container {
  66156. name?: string | undefined;
  66157. private _rowDefinitions;
  66158. private _columnDefinitions;
  66159. private _cells;
  66160. private _childControls;
  66161. /**
  66162. * Gets the number of columns
  66163. */
  66164. readonly columnCount: number;
  66165. /**
  66166. * Gets the number of rows
  66167. */
  66168. readonly rowCount: number;
  66169. /** Gets the list of children */
  66170. readonly children: Control[];
  66171. /** Gets the list of cells (e.g. the containers) */
  66172. readonly cells: {
  66173. [key: string]: Container;
  66174. };
  66175. /**
  66176. * Gets the definition of a specific row
  66177. * @param index defines the index of the row
  66178. * @returns the row definition
  66179. */
  66180. getRowDefinition(index: number): BABYLON.Nullable<ValueAndUnit>;
  66181. /**
  66182. * Gets the definition of a specific column
  66183. * @param index defines the index of the column
  66184. * @returns the column definition
  66185. */
  66186. getColumnDefinition(index: number): BABYLON.Nullable<ValueAndUnit>;
  66187. /**
  66188. * Adds a new row to the grid
  66189. * @param height defines the height of the row (either in pixel or a value between 0 and 1)
  66190. * @param isPixel defines if the height is expressed in pixel (or in percentage)
  66191. * @returns the current grid
  66192. */
  66193. addRowDefinition(height: number, isPixel?: boolean): Grid;
  66194. /**
  66195. * Adds a new column to the grid
  66196. * @param width defines the width of the column (either in pixel or a value between 0 and 1)
  66197. * @param isPixel defines if the width is expressed in pixel (or in percentage)
  66198. * @returns the current grid
  66199. */
  66200. addColumnDefinition(width: number, isPixel?: boolean): Grid;
  66201. /**
  66202. * Update a row definition
  66203. * @param index defines the index of the row to update
  66204. * @param height defines the height of the row (either in pixel or a value between 0 and 1)
  66205. * @param isPixel defines if the weight is expressed in pixel (or in percentage)
  66206. * @returns the current grid
  66207. */
  66208. setRowDefinition(index: number, height: number, isPixel?: boolean): Grid;
  66209. /**
  66210. * Update a column definition
  66211. * @param index defines the index of the column to update
  66212. * @param width defines the width of the column (either in pixel or a value between 0 and 1)
  66213. * @param isPixel defines if the width is expressed in pixel (or in percentage)
  66214. * @returns the current grid
  66215. */
  66216. setColumnDefinition(index: number, width: number, isPixel?: boolean): Grid;
  66217. /**
  66218. * Gets the list of children stored in a specific cell
  66219. * @param row defines the row to check
  66220. * @param column defines the column to check
  66221. * @returns the list of controls
  66222. */
  66223. getChildrenAt(row: number, column: number): BABYLON.Nullable<Array<Control>>;
  66224. /**
  66225. * Gets a string representing the child cell info (row x column)
  66226. * @param child defines the control to get info from
  66227. * @returns a string containing the child cell info (row x column)
  66228. */
  66229. getChildCellInfo(child: Control): string;
  66230. private _removeCell;
  66231. private _offsetCell;
  66232. /**
  66233. * Remove a column definition at specified index
  66234. * @param index defines the index of the column to remove
  66235. * @returns the current grid
  66236. */
  66237. removeColumnDefinition(index: number): Grid;
  66238. /**
  66239. * Remove a row definition at specified index
  66240. * @param index defines the index of the row to remove
  66241. * @returns the current grid
  66242. */
  66243. removeRowDefinition(index: number): Grid;
  66244. /**
  66245. * Adds a new control to the current grid
  66246. * @param control defines the control to add
  66247. * @param row defines the row where to add the control (0 by default)
  66248. * @param column defines the column where to add the control (0 by default)
  66249. * @returns the current grid
  66250. */
  66251. addControl(control: Control, row?: number, column?: number): Grid;
  66252. /**
  66253. * Removes a control from the current container
  66254. * @param control defines the control to remove
  66255. * @returns the current container
  66256. */
  66257. removeControl(control: Control): Container;
  66258. /**
  66259. * Creates a new Grid
  66260. * @param name defines control name
  66261. */
  66262. constructor(name?: string | undefined);
  66263. protected _getTypeName(): string;
  66264. protected _getGridDefinitions(definitionCallback: (lefts: number[], tops: number[], widths: number[], heights: number[]) => void): void;
  66265. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66266. _flagDescendantsAsMatrixDirty(): void;
  66267. _renderHighlightSpecific(context: CanvasRenderingContext2D): void;
  66268. /** Releases associated resources */
  66269. dispose(): void;
  66270. }
  66271. }
  66272. declare module BABYLON.GUI {
  66273. /** Class used to create color pickers */
  66274. export class ColorPicker extends Control {
  66275. name?: string | undefined;
  66276. private static _Epsilon;
  66277. private _colorWheelCanvas;
  66278. private _value;
  66279. private _tmpColor;
  66280. private _pointerStartedOnSquare;
  66281. private _pointerStartedOnWheel;
  66282. private _squareLeft;
  66283. private _squareTop;
  66284. private _squareSize;
  66285. private _h;
  66286. private _s;
  66287. private _v;
  66288. private _lastPointerDownID;
  66289. /**
  66290. * BABYLON.Observable raised when the value changes
  66291. */
  66292. onValueChangedObservable: BABYLON.Observable<BABYLON.Color3>;
  66293. /** Gets or sets the color of the color picker */
  66294. value: BABYLON.Color3;
  66295. /**
  66296. * Gets or sets control width
  66297. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  66298. */
  66299. width: string | number;
  66300. /**
  66301. * Gets or sets control height
  66302. * @see http://doc.babylonjs.com/how_to/gui#position-and-size
  66303. */
  66304. /** Gets or sets control height */
  66305. height: string | number;
  66306. /** Gets or sets control size */
  66307. size: string | number;
  66308. /**
  66309. * Creates a new ColorPicker
  66310. * @param name defines the control name
  66311. */
  66312. constructor(name?: string | undefined);
  66313. protected _getTypeName(): string;
  66314. /** @hidden */
  66315. protected _preMeasure(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66316. private _updateSquareProps;
  66317. private _drawGradientSquare;
  66318. private _drawCircle;
  66319. private _createColorWheelCanvas;
  66320. /** @hidden */
  66321. _draw(context: CanvasRenderingContext2D): void;
  66322. private _pointerIsDown;
  66323. private _updateValueFromPointer;
  66324. private _isPointOnSquare;
  66325. private _isPointOnWheel;
  66326. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  66327. _onPointerMove(target: Control, coordinates: BABYLON.Vector2, pointerId: number): void;
  66328. _onPointerUp(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  66329. /**
  66330. * This function expands the color picker by creating a color picker dialog with manual
  66331. * color value input and the ability to save colors into an array to be used later in
  66332. * subsequent launches of the dialogue.
  66333. * @param advancedTexture defines the AdvancedDynamicTexture the dialog is assigned to
  66334. * @param options defines size for dialog and options for saved colors. Also accepts last color picked as hex string and saved colors array as hex strings.
  66335. * @returns picked color as a hex string and the saved colors array as hex strings.
  66336. */
  66337. static ShowPickerDialogAsync(advancedTexture: AdvancedDynamicTexture, options: {
  66338. pickerWidth?: string;
  66339. pickerHeight?: string;
  66340. headerHeight?: string;
  66341. lastColor?: string;
  66342. swatchLimit?: number;
  66343. numSwatchesPerLine?: number;
  66344. savedColors?: Array<string>;
  66345. }): Promise<{
  66346. savedColors?: string[];
  66347. pickedColor: string;
  66348. }>;
  66349. }
  66350. }
  66351. declare module BABYLON.GUI {
  66352. /** Class used to create 2D ellipse containers */
  66353. export class Ellipse extends Container {
  66354. name?: string | undefined;
  66355. private _thickness;
  66356. /** Gets or sets border thickness */
  66357. thickness: number;
  66358. /**
  66359. * Creates a new Ellipse
  66360. * @param name defines the control name
  66361. */
  66362. constructor(name?: string | undefined);
  66363. protected _getTypeName(): string;
  66364. protected _localDraw(context: CanvasRenderingContext2D): void;
  66365. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66366. protected _clipForChildren(context: CanvasRenderingContext2D): void;
  66367. }
  66368. }
  66369. declare module BABYLON.GUI {
  66370. /**
  66371. * Class used to create a password control
  66372. */
  66373. export class InputPassword extends InputText {
  66374. protected _beforeRenderText(text: string): string;
  66375. }
  66376. }
  66377. declare module BABYLON.GUI {
  66378. /** Class used to render 2D lines */
  66379. export class Line extends Control {
  66380. name?: string | undefined;
  66381. private _lineWidth;
  66382. private _x1;
  66383. private _y1;
  66384. private _x2;
  66385. private _y2;
  66386. private _dash;
  66387. private _connectedControl;
  66388. private _connectedControlDirtyObserver;
  66389. /** Gets or sets the dash pattern */
  66390. dash: Array<number>;
  66391. /** Gets or sets the control connected with the line end */
  66392. connectedControl: Control;
  66393. /** Gets or sets start coordinates on X axis */
  66394. x1: string | number;
  66395. /** Gets or sets start coordinates on Y axis */
  66396. y1: string | number;
  66397. /** Gets or sets end coordinates on X axis */
  66398. x2: string | number;
  66399. /** Gets or sets end coordinates on Y axis */
  66400. y2: string | number;
  66401. /** Gets or sets line width */
  66402. lineWidth: number;
  66403. /** Gets or sets horizontal alignment */
  66404. horizontalAlignment: number;
  66405. /** Gets or sets vertical alignment */
  66406. verticalAlignment: number;
  66407. private readonly _effectiveX2;
  66408. private readonly _effectiveY2;
  66409. /**
  66410. * Creates a new Line
  66411. * @param name defines the control name
  66412. */
  66413. constructor(name?: string | undefined);
  66414. protected _getTypeName(): string;
  66415. _draw(context: CanvasRenderingContext2D): void;
  66416. _measure(): void;
  66417. protected _computeAlignment(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66418. /**
  66419. * Move one end of the line given 3D cartesian coordinates.
  66420. * @param position Targeted world position
  66421. * @param scene BABYLON.Scene
  66422. * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.
  66423. */
  66424. moveToVector3(position: BABYLON.Vector3, scene: BABYLON.Scene, end?: boolean): void;
  66425. /**
  66426. * Move one end of the line to a position in screen absolute space.
  66427. * @param projectedPosition Position in screen absolute space (X, Y)
  66428. * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.
  66429. */
  66430. _moveToProjectedPosition(projectedPosition: BABYLON.Vector3, end?: boolean): void;
  66431. }
  66432. }
  66433. declare module BABYLON.GUI {
  66434. /**
  66435. * Class used to store a point for a MultiLine object.
  66436. * The point can be pure 2D coordinates, a mesh or a control
  66437. */
  66438. export class MultiLinePoint {
  66439. private _multiLine;
  66440. private _x;
  66441. private _y;
  66442. private _control;
  66443. private _mesh;
  66444. private _controlObserver;
  66445. private _meshObserver;
  66446. /** @hidden */
  66447. _point: BABYLON.Vector2;
  66448. /**
  66449. * Creates a new MultiLinePoint
  66450. * @param multiLine defines the source MultiLine object
  66451. */
  66452. constructor(multiLine: MultiLine);
  66453. /** Gets or sets x coordinate */
  66454. x: string | number;
  66455. /** Gets or sets y coordinate */
  66456. y: string | number;
  66457. /** Gets or sets the control associated with this point */
  66458. control: BABYLON.Nullable<Control>;
  66459. /** Gets or sets the mesh associated with this point */
  66460. mesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
  66461. /** Resets links */
  66462. resetLinks(): void;
  66463. /**
  66464. * Gets a translation vector
  66465. * @returns the translation vector
  66466. */
  66467. translate(): BABYLON.Vector2;
  66468. private _translatePoint;
  66469. /** Release associated resources */
  66470. dispose(): void;
  66471. }
  66472. }
  66473. declare module BABYLON.GUI {
  66474. /**
  66475. * Class used to create multi line control
  66476. */
  66477. export class MultiLine extends Control {
  66478. name?: string | undefined;
  66479. private _lineWidth;
  66480. private _dash;
  66481. private _points;
  66482. private _minX;
  66483. private _minY;
  66484. private _maxX;
  66485. private _maxY;
  66486. /**
  66487. * Creates a new MultiLine
  66488. * @param name defines the control name
  66489. */
  66490. constructor(name?: string | undefined);
  66491. /** Gets or sets dash pattern */
  66492. dash: Array<number>;
  66493. /**
  66494. * Gets point stored at specified index
  66495. * @param index defines the index to look for
  66496. * @returns the requested point if found
  66497. */
  66498. getAt(index: number): MultiLinePoint;
  66499. /** Function called when a point is updated */
  66500. onPointUpdate: () => void;
  66501. /**
  66502. * Adds new points to the point collection
  66503. * @param items defines the list of items (mesh, control or 2d coordiantes) to add
  66504. * @returns the list of created MultiLinePoint
  66505. */
  66506. add(...items: (AbstractMesh | Control | {
  66507. x: string | number;
  66508. y: string | number;
  66509. })[]): MultiLinePoint[];
  66510. /**
  66511. * Adds a new point to the point collection
  66512. * @param item defines the item (mesh, control or 2d coordiantes) to add
  66513. * @returns the created MultiLinePoint
  66514. */
  66515. push(item?: (AbstractMesh | Control | {
  66516. x: string | number;
  66517. y: string | number;
  66518. })): MultiLinePoint;
  66519. /**
  66520. * Remove a specific value or point from the active point collection
  66521. * @param value defines the value or point to remove
  66522. */
  66523. remove(value: number | MultiLinePoint): void;
  66524. /**
  66525. * Resets this object to initial state (no point)
  66526. */
  66527. reset(): void;
  66528. /**
  66529. * Resets all links
  66530. */
  66531. resetLinks(): void;
  66532. /** Gets or sets line width */
  66533. lineWidth: number;
  66534. horizontalAlignment: number;
  66535. verticalAlignment: number;
  66536. protected _getTypeName(): string;
  66537. _draw(context: CanvasRenderingContext2D): void;
  66538. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66539. _measure(): void;
  66540. protected _computeAlignment(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66541. dispose(): void;
  66542. }
  66543. }
  66544. declare module BABYLON.GUI {
  66545. /**
  66546. * Class used to create radio button controls
  66547. */
  66548. export class RadioButton extends Control {
  66549. name?: string | undefined;
  66550. private _isChecked;
  66551. private _background;
  66552. private _checkSizeRatio;
  66553. private _thickness;
  66554. /** Gets or sets border thickness */
  66555. thickness: number;
  66556. /** Gets or sets group name */
  66557. group: string;
  66558. /** BABYLON.Observable raised when isChecked is changed */
  66559. onIsCheckedChangedObservable: BABYLON.Observable<boolean>;
  66560. /** Gets or sets a value indicating the ratio between overall size and check size */
  66561. checkSizeRatio: number;
  66562. /** Gets or sets background color */
  66563. background: string;
  66564. /** Gets or sets a boolean indicating if the checkbox is checked or not */
  66565. isChecked: boolean;
  66566. /**
  66567. * Creates a new RadioButton
  66568. * @param name defines the control name
  66569. */
  66570. constructor(name?: string | undefined);
  66571. protected _getTypeName(): string;
  66572. _draw(context: CanvasRenderingContext2D): void;
  66573. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  66574. /**
  66575. * Utility function to easily create a radio button with a header
  66576. * @param title defines the label to use for the header
  66577. * @param group defines the group to use for the radio button
  66578. * @param isChecked defines the initial state of the radio button
  66579. * @param onValueChanged defines the callback to call when value changes
  66580. * @returns a StackPanel containing the radio button and a textBlock
  66581. */
  66582. static AddRadioButtonWithHeader(title: string, group: string, isChecked: boolean, onValueChanged: (button: RadioButton, value: boolean) => void): StackPanel;
  66583. }
  66584. }
  66585. declare module BABYLON.GUI {
  66586. /**
  66587. * Class used to create slider controls
  66588. */
  66589. export class BaseSlider extends Control {
  66590. name?: string | undefined;
  66591. protected _thumbWidth: ValueAndUnit;
  66592. private _minimum;
  66593. private _maximum;
  66594. private _value;
  66595. private _isVertical;
  66596. protected _barOffset: ValueAndUnit;
  66597. private _isThumbClamped;
  66598. protected _displayThumb: boolean;
  66599. private _step;
  66600. private _lastPointerDownID;
  66601. protected _effectiveBarOffset: number;
  66602. protected _renderLeft: number;
  66603. protected _renderTop: number;
  66604. protected _renderWidth: number;
  66605. protected _renderHeight: number;
  66606. protected _backgroundBoxLength: number;
  66607. protected _backgroundBoxThickness: number;
  66608. protected _effectiveThumbThickness: number;
  66609. /** BABYLON.Observable raised when the sldier value changes */
  66610. onValueChangedObservable: BABYLON.Observable<number>;
  66611. /** Gets or sets a boolean indicating if the thumb must be rendered */
  66612. displayThumb: boolean;
  66613. /** Gets or sets a step to apply to values (0 by default) */
  66614. step: number;
  66615. /** Gets or sets main bar offset (ie. the margin applied to the value bar) */
  66616. barOffset: string | number;
  66617. /** Gets main bar offset in pixels*/
  66618. readonly barOffsetInPixels: number;
  66619. /** Gets or sets thumb width */
  66620. thumbWidth: string | number;
  66621. /** Gets thumb width in pixels */
  66622. readonly thumbWidthInPixels: number;
  66623. /** Gets or sets minimum value */
  66624. minimum: number;
  66625. /** Gets or sets maximum value */
  66626. maximum: number;
  66627. /** Gets or sets current value */
  66628. value: number;
  66629. /**Gets or sets a boolean indicating if the slider should be vertical or horizontal */
  66630. isVertical: boolean;
  66631. /** Gets or sets a value indicating if the thumb can go over main bar extends */
  66632. isThumbClamped: boolean;
  66633. /**
  66634. * Creates a new BaseSlider
  66635. * @param name defines the control name
  66636. */
  66637. constructor(name?: string | undefined);
  66638. protected _getTypeName(): string;
  66639. protected _getThumbPosition(): number;
  66640. protected _getThumbThickness(type: string): number;
  66641. protected _prepareRenderingData(type: string): void;
  66642. private _pointerIsDown;
  66643. /** @hidden */
  66644. protected _updateValueFromPointer(x: number, y: number): void;
  66645. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  66646. _onPointerMove(target: Control, coordinates: BABYLON.Vector2, pointerId: number): void;
  66647. _onPointerUp(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  66648. }
  66649. }
  66650. declare module BABYLON.GUI {
  66651. /**
  66652. * Class used to create slider controls
  66653. */
  66654. export class Slider extends BaseSlider {
  66655. name?: string | undefined;
  66656. private _background;
  66657. private _borderColor;
  66658. private _isThumbCircle;
  66659. protected _displayValueBar: boolean;
  66660. /** Gets or sets a boolean indicating if the value bar must be rendered */
  66661. displayValueBar: boolean;
  66662. /** Gets or sets border color */
  66663. borderColor: string;
  66664. /** Gets or sets background color */
  66665. background: string;
  66666. /** Gets or sets a boolean indicating if the thumb should be round or square */
  66667. isThumbCircle: boolean;
  66668. /**
  66669. * Creates a new Slider
  66670. * @param name defines the control name
  66671. */
  66672. constructor(name?: string | undefined);
  66673. protected _getTypeName(): string;
  66674. _draw(context: CanvasRenderingContext2D): void;
  66675. }
  66676. }
  66677. declare module BABYLON.GUI {
  66678. /** Class used to create a RadioGroup
  66679. * which contains groups of radio buttons
  66680. */
  66681. export class SelectorGroup {
  66682. /** name of SelectorGroup */
  66683. name: string;
  66684. private _groupPanel;
  66685. private _selectors;
  66686. private _groupHeader;
  66687. /**
  66688. * Creates a new SelectorGroup
  66689. * @param name of group, used as a group heading
  66690. */
  66691. constructor(
  66692. /** name of SelectorGroup */
  66693. name: string);
  66694. /** Gets the groupPanel of the SelectorGroup */
  66695. readonly groupPanel: StackPanel;
  66696. /** Gets the selectors array */
  66697. readonly selectors: StackPanel[];
  66698. /** Gets and sets the group header */
  66699. header: string;
  66700. /** @hidden */
  66701. private _addGroupHeader;
  66702. /** @hidden*/
  66703. _getSelector(selectorNb: number): StackPanel | undefined;
  66704. /** Removes the selector at the given position
  66705. * @param selectorNb the position of the selector within the group
  66706. */
  66707. removeSelector(selectorNb: number): void;
  66708. }
  66709. /** Class used to create a CheckboxGroup
  66710. * which contains groups of checkbox buttons
  66711. */
  66712. export class CheckboxGroup extends SelectorGroup {
  66713. /** Adds a checkbox as a control
  66714. * @param text is the label for the selector
  66715. * @param func is the function called when the Selector is checked
  66716. * @param checked is true when Selector is checked
  66717. */
  66718. addCheckbox(text: string, func?: (s: boolean) => void, checked?: boolean): void;
  66719. /** @hidden */
  66720. _setSelectorLabel(selectorNb: number, label: string): void;
  66721. /** @hidden */
  66722. _setSelectorLabelColor(selectorNb: number, color: string): void;
  66723. /** @hidden */
  66724. _setSelectorButtonColor(selectorNb: number, color: string): void;
  66725. /** @hidden */
  66726. _setSelectorButtonBackground(selectorNb: number, color: string): void;
  66727. }
  66728. /** Class used to create a RadioGroup
  66729. * which contains groups of radio buttons
  66730. */
  66731. export class RadioGroup extends SelectorGroup {
  66732. private _selectNb;
  66733. /** Adds a radio button as a control
  66734. * @param label is the label for the selector
  66735. * @param func is the function called when the Selector is checked
  66736. * @param checked is true when Selector is checked
  66737. */
  66738. addRadio(label: string, func?: (n: number) => void, checked?: boolean): void;
  66739. /** @hidden */
  66740. _setSelectorLabel(selectorNb: number, label: string): void;
  66741. /** @hidden */
  66742. _setSelectorLabelColor(selectorNb: number, color: string): void;
  66743. /** @hidden */
  66744. _setSelectorButtonColor(selectorNb: number, color: string): void;
  66745. /** @hidden */
  66746. _setSelectorButtonBackground(selectorNb: number, color: string): void;
  66747. }
  66748. /** Class used to create a SliderGroup
  66749. * which contains groups of slider buttons
  66750. */
  66751. export class SliderGroup extends SelectorGroup {
  66752. /**
  66753. * Adds a slider to the SelectorGroup
  66754. * @param label is the label for the SliderBar
  66755. * @param func is the function called when the Slider moves
  66756. * @param unit is a string describing the units used, eg degrees or metres
  66757. * @param min is the minimum value for the Slider
  66758. * @param max is the maximum value for the Slider
  66759. * @param value is the start value for the Slider between min and max
  66760. * @param onValueChange is the function used to format the value displayed, eg radians to degrees
  66761. */
  66762. addSlider(label: string, func?: (v: number) => void, unit?: string, min?: number, max?: number, value?: number, onValueChange?: (v: number) => number): void;
  66763. /** @hidden */
  66764. _setSelectorLabel(selectorNb: number, label: string): void;
  66765. /** @hidden */
  66766. _setSelectorLabelColor(selectorNb: number, color: string): void;
  66767. /** @hidden */
  66768. _setSelectorButtonColor(selectorNb: number, color: string): void;
  66769. /** @hidden */
  66770. _setSelectorButtonBackground(selectorNb: number, color: string): void;
  66771. }
  66772. /** Class used to hold the controls for the checkboxes, radio buttons and sliders
  66773. * @see http://doc.babylonjs.com/how_to/selector
  66774. */
  66775. export class SelectionPanel extends Rectangle {
  66776. /** name of SelectionPanel */
  66777. name: string;
  66778. /** an array of SelectionGroups */
  66779. groups: SelectorGroup[];
  66780. private _panel;
  66781. private _buttonColor;
  66782. private _buttonBackground;
  66783. private _headerColor;
  66784. private _barColor;
  66785. private _barHeight;
  66786. private _spacerHeight;
  66787. private _labelColor;
  66788. private _groups;
  66789. private _bars;
  66790. /**
  66791. * Creates a new SelectionPanel
  66792. * @param name of SelectionPanel
  66793. * @param groups is an array of SelectionGroups
  66794. */
  66795. constructor(
  66796. /** name of SelectionPanel */
  66797. name: string,
  66798. /** an array of SelectionGroups */
  66799. groups?: SelectorGroup[]);
  66800. protected _getTypeName(): string;
  66801. /** Gets or sets the headerColor */
  66802. headerColor: string;
  66803. private _setHeaderColor;
  66804. /** Gets or sets the button color */
  66805. buttonColor: string;
  66806. private _setbuttonColor;
  66807. /** Gets or sets the label color */
  66808. labelColor: string;
  66809. private _setLabelColor;
  66810. /** Gets or sets the button background */
  66811. buttonBackground: string;
  66812. private _setButtonBackground;
  66813. /** Gets or sets the color of separator bar */
  66814. barColor: string;
  66815. private _setBarColor;
  66816. /** Gets or sets the height of separator bar */
  66817. barHeight: string;
  66818. private _setBarHeight;
  66819. /** Gets or sets the height of spacers*/
  66820. spacerHeight: string;
  66821. private _setSpacerHeight;
  66822. /** Adds a bar between groups */
  66823. private _addSpacer;
  66824. /** Add a group to the selection panel
  66825. * @param group is the selector group to add
  66826. */
  66827. addGroup(group: SelectorGroup): void;
  66828. /** Remove the group from the given position
  66829. * @param groupNb is the position of the group in the list
  66830. */
  66831. removeGroup(groupNb: number): void;
  66832. /** Change a group header label
  66833. * @param label is the new group header label
  66834. * @param groupNb is the number of the group to relabel
  66835. * */
  66836. setHeaderName(label: string, groupNb: number): void;
  66837. /** Change selector label to the one given
  66838. * @param label is the new selector label
  66839. * @param groupNb is the number of the groupcontaining the selector
  66840. * @param selectorNb is the number of the selector within a group to relabel
  66841. * */
  66842. relabel(label: string, groupNb: number, selectorNb: number): void;
  66843. /** For a given group position remove the selector at the given position
  66844. * @param groupNb is the number of the group to remove the selector from
  66845. * @param selectorNb is the number of the selector within the group
  66846. */
  66847. removeFromGroupSelector(groupNb: number, selectorNb: number): void;
  66848. /** For a given group position of correct type add a checkbox button
  66849. * @param groupNb is the number of the group to remove the selector from
  66850. * @param label is the label for the selector
  66851. * @param func is the function called when the Selector is checked
  66852. * @param checked is true when Selector is checked
  66853. */
  66854. addToGroupCheckbox(groupNb: number, label: string, func?: () => void, checked?: boolean): void;
  66855. /** For a given group position of correct type add a radio button
  66856. * @param groupNb is the number of the group to remove the selector from
  66857. * @param label is the label for the selector
  66858. * @param func is the function called when the Selector is checked
  66859. * @param checked is true when Selector is checked
  66860. */
  66861. addToGroupRadio(groupNb: number, label: string, func?: () => void, checked?: boolean): void;
  66862. /**
  66863. * For a given slider group add a slider
  66864. * @param groupNb is the number of the group to add the slider to
  66865. * @param label is the label for the Slider
  66866. * @param func is the function called when the Slider moves
  66867. * @param unit is a string describing the units used, eg degrees or metres
  66868. * @param min is the minimum value for the Slider
  66869. * @param max is the maximum value for the Slider
  66870. * @param value is the start value for the Slider between min and max
  66871. * @param onVal is the function used to format the value displayed, eg radians to degrees
  66872. */
  66873. addToGroupSlider(groupNb: number, label: string, func?: () => void, unit?: string, min?: number, max?: number, value?: number, onVal?: (v: number) => number): void;
  66874. }
  66875. }
  66876. declare module BABYLON.GUI {
  66877. /**
  66878. * Class used to hold a the container for ScrollViewer
  66879. * @hidden
  66880. */
  66881. export class _ScrollViewerWindow extends Container {
  66882. parentClientWidth: number;
  66883. parentClientHeight: number;
  66884. /**
  66885. * Creates a new ScrollViewerWindow
  66886. * @param name of ScrollViewerWindow
  66887. */
  66888. constructor(name?: string);
  66889. protected _getTypeName(): string;
  66890. /** @hidden */
  66891. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66892. protected _postMeasure(): void;
  66893. }
  66894. }
  66895. declare module BABYLON.GUI {
  66896. /**
  66897. * Class used to create slider controls
  66898. */
  66899. export class ScrollBar extends BaseSlider {
  66900. name?: string | undefined;
  66901. private _background;
  66902. private _borderColor;
  66903. private _thumbMeasure;
  66904. /** Gets or sets border color */
  66905. borderColor: string;
  66906. /** Gets or sets background color */
  66907. background: string;
  66908. /**
  66909. * Creates a new Slider
  66910. * @param name defines the control name
  66911. */
  66912. constructor(name?: string | undefined);
  66913. protected _getTypeName(): string;
  66914. protected _getThumbThickness(): number;
  66915. _draw(context: CanvasRenderingContext2D): void;
  66916. private _first;
  66917. private _originX;
  66918. private _originY;
  66919. /** @hidden */
  66920. protected _updateValueFromPointer(x: number, y: number): void;
  66921. _onPointerDown(target: Control, coordinates: BABYLON.Vector2, pointerId: number, buttonIndex: number): boolean;
  66922. }
  66923. }
  66924. declare module BABYLON.GUI {
  66925. /**
  66926. * Class used to hold a viewer window and sliders in a grid
  66927. */
  66928. export class ScrollViewer extends Rectangle {
  66929. private _grid;
  66930. private _horizontalBarSpace;
  66931. private _verticalBarSpace;
  66932. private _dragSpace;
  66933. private _horizontalBar;
  66934. private _verticalBar;
  66935. private _barColor;
  66936. private _barBackground;
  66937. private _barSize;
  66938. private _endLeft;
  66939. private _endTop;
  66940. private _window;
  66941. private _pointerIsOver;
  66942. private _wheelPrecision;
  66943. private _onPointerObserver;
  66944. private _clientWidth;
  66945. private _clientHeight;
  66946. /**
  66947. * Gets the horizontal scrollbar
  66948. */
  66949. readonly horizontalBar: ScrollBar;
  66950. /**
  66951. * Gets the vertical scrollbar
  66952. */
  66953. readonly verticalBar: ScrollBar;
  66954. /**
  66955. * Adds a new control to the current container
  66956. * @param control defines the control to add
  66957. * @returns the current container
  66958. */
  66959. addControl(control: BABYLON.Nullable<Control>): Container;
  66960. /**
  66961. * Removes a control from the current container
  66962. * @param control defines the control to remove
  66963. * @returns the current container
  66964. */
  66965. removeControl(control: Control): Container;
  66966. /** Gets the list of children */
  66967. readonly children: Control[];
  66968. _flagDescendantsAsMatrixDirty(): void;
  66969. /**
  66970. * Creates a new ScrollViewer
  66971. * @param name of ScrollViewer
  66972. */
  66973. constructor(name?: string);
  66974. /** Reset the scroll viewer window to initial size */
  66975. resetWindow(): void;
  66976. protected _getTypeName(): string;
  66977. private _buildClientSizes;
  66978. protected _additionalProcessing(parentMeasure: Measure, context: CanvasRenderingContext2D): void;
  66979. protected _postMeasure(): void;
  66980. /**
  66981. * Gets or sets the mouse wheel precision
  66982. * from 0 to 1 with a default value of 0.05
  66983. * */
  66984. wheelPrecision: number;
  66985. /** Gets or sets the bar color */
  66986. barColor: string;
  66987. /** Gets or sets the size of the bar */
  66988. barSize: number;
  66989. /** Gets or sets the bar background */
  66990. barBackground: string;
  66991. /** @hidden */
  66992. private _updateScroller;
  66993. _link(host: AdvancedDynamicTexture): void;
  66994. /** @hidden */
  66995. private _attachWheel;
  66996. _renderHighlightSpecific(context: CanvasRenderingContext2D): void;
  66997. /** Releases associated resources */
  66998. dispose(): void;
  66999. }
  67000. }
  67001. declare module BABYLON.GUI {
  67002. /** Class used to render a grid */
  67003. export class DisplayGrid extends Control {
  67004. name?: string | undefined;
  67005. private _cellWidth;
  67006. private _cellHeight;
  67007. private _minorLineTickness;
  67008. private _minorLineColor;
  67009. private _majorLineTickness;
  67010. private _majorLineColor;
  67011. private _majorLineFrequency;
  67012. private _background;
  67013. private _displayMajorLines;
  67014. private _displayMinorLines;
  67015. /** Gets or sets a boolean indicating if minor lines must be rendered (true by default)) */
  67016. displayMinorLines: boolean;
  67017. /** Gets or sets a boolean indicating if major lines must be rendered (true by default)) */
  67018. displayMajorLines: boolean;
  67019. /** Gets or sets background color (Black by default) */
  67020. background: string;
  67021. /** Gets or sets the width of each cell (20 by default) */
  67022. cellWidth: number;
  67023. /** Gets or sets the height of each cell (20 by default) */
  67024. cellHeight: number;
  67025. /** Gets or sets the tickness of minor lines (1 by default) */
  67026. minorLineTickness: number;
  67027. /** Gets or sets the color of minor lines (DarkGray by default) */
  67028. minorLineColor: string;
  67029. /** Gets or sets the tickness of major lines (2 by default) */
  67030. majorLineTickness: number;
  67031. /** Gets or sets the color of major lines (White by default) */
  67032. majorLineColor: string;
  67033. /** Gets or sets the frequency of major lines (default is 1 every 5 minor lines)*/
  67034. majorLineFrequency: number;
  67035. /**
  67036. * Creates a new GridDisplayRectangle
  67037. * @param name defines the control name
  67038. */
  67039. constructor(name?: string | undefined);
  67040. _draw(context: CanvasRenderingContext2D): void;
  67041. protected _getTypeName(): string;
  67042. }
  67043. }
  67044. declare module BABYLON.GUI {
  67045. /**
  67046. * Class used to create slider controls based on images
  67047. */
  67048. export class ImageBasedSlider extends BaseSlider {
  67049. name?: string | undefined;
  67050. private _backgroundImage;
  67051. private _thumbImage;
  67052. private _valueBarImage;
  67053. private _tempMeasure;
  67054. displayThumb: boolean;
  67055. /**
  67056. * Gets or sets the image used to render the background
  67057. */
  67058. backgroundImage: Image;
  67059. /**
  67060. * Gets or sets the image used to render the value bar
  67061. */
  67062. valueBarImage: Image;
  67063. /**
  67064. * Gets or sets the image used to render the thumb
  67065. */
  67066. thumbImage: Image;
  67067. /**
  67068. * Creates a new ImageBasedSlider
  67069. * @param name defines the control name
  67070. */
  67071. constructor(name?: string | undefined);
  67072. protected _getTypeName(): string;
  67073. _draw(context: CanvasRenderingContext2D): void;
  67074. }
  67075. }
  67076. declare module BABYLON.GUI {
  67077. /**
  67078. * Forcing an export so that this code will execute
  67079. * @hidden
  67080. */
  67081. const name = "Statics";
  67082. }
  67083. declare module BABYLON.GUI {
  67084. /**
  67085. * This class can be used to get instrumentation data from a AdvancedDynamicTexture object
  67086. */
  67087. export class AdvancedDynamicTextureInstrumentation implements BABYLON.IDisposable {
  67088. /**
  67089. * Define the instrumented AdvancedDynamicTexture.
  67090. */
  67091. texture: AdvancedDynamicTexture;
  67092. private _captureRenderTime;
  67093. private _renderTime;
  67094. private _captureLayoutTime;
  67095. private _layoutTime;
  67096. private _onBeginRenderObserver;
  67097. private _onEndRenderObserver;
  67098. private _onBeginLayoutObserver;
  67099. private _onEndLayoutObserver;
  67100. /**
  67101. * Gets the perf counter used to capture render time
  67102. */
  67103. readonly renderTimeCounter: BABYLON.PerfCounter;
  67104. /**
  67105. * Gets the perf counter used to capture layout time
  67106. */
  67107. readonly layoutTimeCounter: BABYLON.PerfCounter;
  67108. /**
  67109. * Enable or disable the render time capture
  67110. */
  67111. captureRenderTime: boolean;
  67112. /**
  67113. * Enable or disable the layout time capture
  67114. */
  67115. captureLayoutTime: boolean;
  67116. /**
  67117. * Instantiates a new advanced dynamic texture instrumentation.
  67118. * This class can be used to get instrumentation data from an AdvancedDynamicTexture object
  67119. * @param texture Defines the AdvancedDynamicTexture to instrument
  67120. */
  67121. constructor(
  67122. /**
  67123. * Define the instrumented AdvancedDynamicTexture.
  67124. */
  67125. texture: AdvancedDynamicTexture);
  67126. /**
  67127. * Dispose and release associated resources.
  67128. */
  67129. dispose(): void;
  67130. }
  67131. }
  67132. declare module BABYLON.GUI {
  67133. /**
  67134. * Class used to load GUI via XML.
  67135. */
  67136. export class XmlLoader {
  67137. private _nodes;
  67138. private _nodeTypes;
  67139. private _isLoaded;
  67140. private _objectAttributes;
  67141. private _parentClass;
  67142. /**
  67143. * Create a new xml loader
  67144. * @param parentClass Sets the class context. Used when the loader is instanced inside a class and not in a global context
  67145. */
  67146. constructor(parentClass?: null);
  67147. private _getChainElement;
  67148. private _getClassAttribute;
  67149. private _createGuiElement;
  67150. private _parseGrid;
  67151. private _parseElement;
  67152. private _prepareSourceElement;
  67153. private _parseElementsFromSource;
  67154. private _parseXml;
  67155. /**
  67156. * Gets if the loading has finished.
  67157. * @returns whether the loading has finished or not
  67158. */
  67159. isLoaded(): boolean;
  67160. /**
  67161. * Gets a loaded node / control by id.
  67162. * @param id the Controls id set in the xml
  67163. * @returns element of type Control
  67164. */
  67165. getNodeById(id: string): any;
  67166. /**
  67167. * Gets all loaded nodes / controls
  67168. * @returns Array of controls
  67169. */
  67170. getNodes(): any;
  67171. /**
  67172. * Initiates the xml layout loading
  67173. * @param xmlFile defines the xml layout to load
  67174. * @param rootNode defines the node / control to use as a parent for the loaded layout controls.
  67175. * @param callback defines the callback called on layout load.
  67176. */
  67177. loadLayout(xmlFile: any, rootNode: any, callback: any): void;
  67178. }
  67179. }
  67180. declare module BABYLON.GUI {
  67181. /**
  67182. * Class used to create containers for controls
  67183. */
  67184. export class Container3D extends Control3D {
  67185. private _blockLayout;
  67186. /**
  67187. * Gets the list of child controls
  67188. */
  67189. protected _children: Control3D[];
  67190. /**
  67191. * Gets the list of child controls
  67192. */
  67193. readonly children: Array<Control3D>;
  67194. /**
  67195. * Gets or sets a boolean indicating if the layout must be blocked (default is false).
  67196. * This is helpful to optimize layout operation when adding multiple children in a row
  67197. */
  67198. blockLayout: boolean;
  67199. /**
  67200. * Creates a new container
  67201. * @param name defines the container name
  67202. */
  67203. constructor(name?: string);
  67204. /**
  67205. * Force the container to update the layout. Please note that it will not take blockLayout property in account
  67206. * @returns the current container
  67207. */
  67208. updateLayout(): Container3D;
  67209. /**
  67210. * Gets a boolean indicating if the given control is in the children of this control
  67211. * @param control defines the control to check
  67212. * @returns true if the control is in the child list
  67213. */
  67214. containsControl(control: Control3D): boolean;
  67215. /**
  67216. * Adds a control to the children of this control
  67217. * @param control defines the control to add
  67218. * @returns the current container
  67219. */
  67220. addControl(control: Control3D): Container3D;
  67221. /**
  67222. * This function will be called everytime a new control is added
  67223. */
  67224. protected _arrangeChildren(): void;
  67225. protected _createNode(scene: BABYLON.Scene): BABYLON.Nullable<BABYLON.TransformNode>;
  67226. /**
  67227. * Removes a control from the children of this control
  67228. * @param control defines the control to remove
  67229. * @returns the current container
  67230. */
  67231. removeControl(control: Control3D): Container3D;
  67232. protected _getTypeName(): string;
  67233. /**
  67234. * Releases all associated resources
  67235. */
  67236. dispose(): void;
  67237. /** Control rotation will remain unchanged */
  67238. static readonly UNSET_ORIENTATION: number;
  67239. /** Control will rotate to make it look at sphere central axis */
  67240. static readonly FACEORIGIN_ORIENTATION: number;
  67241. /** Control will rotate to make it look back at sphere central axis */
  67242. static readonly FACEORIGINREVERSED_ORIENTATION: number;
  67243. /** Control will rotate to look at z axis (0, 0, 1) */
  67244. static readonly FACEFORWARD_ORIENTATION: number;
  67245. /** Control will rotate to look at negative z axis (0, 0, -1) */
  67246. static readonly FACEFORWARDREVERSED_ORIENTATION: number;
  67247. }
  67248. }
  67249. declare module BABYLON.GUI {
  67250. /**
  67251. * Class used to manage 3D user interface
  67252. * @see http://doc.babylonjs.com/how_to/gui3d
  67253. */
  67254. export class GUI3DManager implements BABYLON.IDisposable {
  67255. private _scene;
  67256. private _sceneDisposeObserver;
  67257. private _utilityLayer;
  67258. private _rootContainer;
  67259. private _pointerObserver;
  67260. private _pointerOutObserver;
  67261. /** @hidden */
  67262. _lastPickedControl: Control3D;
  67263. /** @hidden */
  67264. _lastControlOver: {
  67265. [pointerId: number]: Control3D;
  67266. };
  67267. /** @hidden */
  67268. _lastControlDown: {
  67269. [pointerId: number]: Control3D;
  67270. };
  67271. /**
  67272. * BABYLON.Observable raised when the point picked by the pointer events changed
  67273. */
  67274. onPickedPointChangedObservable: BABYLON.Observable<BABYLON.Nullable<BABYLON.Vector3>>;
  67275. /** @hidden */
  67276. _sharedMaterials: {
  67277. [key: string]: BABYLON.Material;
  67278. };
  67279. /** Gets the hosting scene */
  67280. readonly scene: BABYLON.Scene;
  67281. /** Gets associated utility layer */
  67282. readonly utilityLayer: BABYLON.Nullable<BABYLON.UtilityLayerRenderer>;
  67283. /**
  67284. * Creates a new GUI3DManager
  67285. * @param scene
  67286. */
  67287. constructor(scene?: BABYLON.Scene);
  67288. private _handlePointerOut;
  67289. private _doPicking;
  67290. /**
  67291. * Gets the root container
  67292. */
  67293. readonly rootContainer: Container3D;
  67294. /**
  67295. * Gets a boolean indicating if the given control is in the root child list
  67296. * @param control defines the control to check
  67297. * @returns true if the control is in the root child list
  67298. */
  67299. containsControl(control: Control3D): boolean;
  67300. /**
  67301. * Adds a control to the root child list
  67302. * @param control defines the control to add
  67303. * @returns the current manager
  67304. */
  67305. addControl(control: Control3D): GUI3DManager;
  67306. /**
  67307. * Removes a control from the root child list
  67308. * @param control defines the control to remove
  67309. * @returns the current container
  67310. */
  67311. removeControl(control: Control3D): GUI3DManager;
  67312. /**
  67313. * Releases all associated resources
  67314. */
  67315. dispose(): void;
  67316. }
  67317. }
  67318. declare module BABYLON.GUI {
  67319. /**
  67320. * Class used to transport BABYLON.Vector3 information for pointer events
  67321. */
  67322. export class Vector3WithInfo extends BABYLON.Vector3 {
  67323. /** defines the current mouse button index */
  67324. buttonIndex: number;
  67325. /**
  67326. * Creates a new Vector3WithInfo
  67327. * @param source defines the vector3 data to transport
  67328. * @param buttonIndex defines the current mouse button index
  67329. */
  67330. constructor(source: BABYLON.Vector3,
  67331. /** defines the current mouse button index */
  67332. buttonIndex?: number);
  67333. }
  67334. }
  67335. declare module BABYLON.GUI {
  67336. /**
  67337. * Class used as base class for controls
  67338. */
  67339. export class Control3D implements BABYLON.IDisposable, BABYLON.IBehaviorAware<Control3D> {
  67340. /** Defines the control name */
  67341. name?: string | undefined;
  67342. /** @hidden */
  67343. _host: GUI3DManager;
  67344. private _node;
  67345. private _downCount;
  67346. private _enterCount;
  67347. private _downPointerIds;
  67348. private _isVisible;
  67349. /** Gets or sets the control position in world space */
  67350. position: BABYLON.Vector3;
  67351. /** Gets or sets the control scaling in world space */
  67352. scaling: BABYLON.Vector3;
  67353. /** Callback used to start pointer enter animation */
  67354. pointerEnterAnimation: () => void;
  67355. /** Callback used to start pointer out animation */
  67356. pointerOutAnimation: () => void;
  67357. /** Callback used to start pointer down animation */
  67358. pointerDownAnimation: () => void;
  67359. /** Callback used to start pointer up animation */
  67360. pointerUpAnimation: () => void;
  67361. /**
  67362. * An event triggered when the pointer move over the control
  67363. */
  67364. onPointerMoveObservable: BABYLON.Observable<BABYLON.Vector3>;
  67365. /**
  67366. * An event triggered when the pointer move out of the control
  67367. */
  67368. onPointerOutObservable: BABYLON.Observable<Control3D>;
  67369. /**
  67370. * An event triggered when the pointer taps the control
  67371. */
  67372. onPointerDownObservable: BABYLON.Observable<Vector3WithInfo>;
  67373. /**
  67374. * An event triggered when pointer is up
  67375. */
  67376. onPointerUpObservable: BABYLON.Observable<Vector3WithInfo>;
  67377. /**
  67378. * An event triggered when a control is clicked on (with a mouse)
  67379. */
  67380. onPointerClickObservable: BABYLON.Observable<Vector3WithInfo>;
  67381. /**
  67382. * An event triggered when pointer enters the control
  67383. */
  67384. onPointerEnterObservable: BABYLON.Observable<Control3D>;
  67385. /**
  67386. * Gets or sets the parent container
  67387. */
  67388. parent: BABYLON.Nullable<Container3D>;
  67389. private _behaviors;
  67390. /**
  67391. * Gets the list of attached behaviors
  67392. * @see http://doc.babylonjs.com/features/behaviour
  67393. */
  67394. readonly behaviors: BABYLON.Behavior<Control3D>[];
  67395. /**
  67396. * Attach a behavior to the control
  67397. * @see http://doc.babylonjs.com/features/behaviour
  67398. * @param behavior defines the behavior to attach
  67399. * @returns the current control
  67400. */
  67401. addBehavior(behavior: BABYLON.Behavior<Control3D>): Control3D;
  67402. /**
  67403. * Remove an attached behavior
  67404. * @see http://doc.babylonjs.com/features/behaviour
  67405. * @param behavior defines the behavior to attach
  67406. * @returns the current control
  67407. */
  67408. removeBehavior(behavior: BABYLON.Behavior<Control3D>): Control3D;
  67409. /**
  67410. * Gets an attached behavior by name
  67411. * @param name defines the name of the behavior to look for
  67412. * @see http://doc.babylonjs.com/features/behaviour
  67413. * @returns null if behavior was not found else the requested behavior
  67414. */
  67415. getBehaviorByName(name: string): BABYLON.Nullable<BABYLON.Behavior<Control3D>>;
  67416. /** Gets or sets a boolean indicating if the control is visible */
  67417. isVisible: boolean;
  67418. /**
  67419. * Creates a new control
  67420. * @param name defines the control name
  67421. */
  67422. constructor(
  67423. /** Defines the control name */
  67424. name?: string | undefined);
  67425. /**
  67426. * Gets a string representing the class name
  67427. */
  67428. readonly typeName: string;
  67429. /**
  67430. * Get the current class name of the control.
  67431. * @returns current class name
  67432. */
  67433. getClassName(): string;
  67434. protected _getTypeName(): string;
  67435. /**
  67436. * Gets the transform node used by this control
  67437. */
  67438. readonly node: BABYLON.Nullable<BABYLON.TransformNode>;
  67439. /**
  67440. * Gets the mesh used to render this control
  67441. */
  67442. readonly mesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
  67443. /**
  67444. * Link the control as child of the given node
  67445. * @param node defines the node to link to. Use null to unlink the control
  67446. * @returns the current control
  67447. */
  67448. linkToTransformNode(node: BABYLON.Nullable<BABYLON.TransformNode>): Control3D;
  67449. /** @hidden **/
  67450. _prepareNode(scene: BABYLON.Scene): void;
  67451. /**
  67452. * Node creation.
  67453. * Can be overriden by children
  67454. * @param scene defines the scene where the node must be attached
  67455. * @returns the attached node or null if none. Must return a BABYLON.Mesh or BABYLON.AbstractMesh if there is an atttached visible object
  67456. */
  67457. protected _createNode(scene: BABYLON.Scene): BABYLON.Nullable<BABYLON.TransformNode>;
  67458. /**
  67459. * Affect a material to the given mesh
  67460. * @param mesh defines the mesh which will represent the control
  67461. */
  67462. protected _affectMaterial(mesh: BABYLON.AbstractMesh): void;
  67463. /** @hidden */
  67464. _onPointerMove(target: Control3D, coordinates: BABYLON.Vector3): void;
  67465. /** @hidden */
  67466. _onPointerEnter(target: Control3D): boolean;
  67467. /** @hidden */
  67468. _onPointerOut(target: Control3D): void;
  67469. /** @hidden */
  67470. _onPointerDown(target: Control3D, coordinates: BABYLON.Vector3, pointerId: number, buttonIndex: number): boolean;
  67471. /** @hidden */
  67472. _onPointerUp(target: Control3D, coordinates: BABYLON.Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
  67473. /** @hidden */
  67474. forcePointerUp(pointerId?: BABYLON.Nullable<number>): void;
  67475. /** @hidden */
  67476. _processObservables(type: number, pickedPoint: BABYLON.Vector3, pointerId: number, buttonIndex: number): boolean;
  67477. /** @hidden */
  67478. _disposeNode(): void;
  67479. /**
  67480. * Releases all associated resources
  67481. */
  67482. dispose(): void;
  67483. }
  67484. }
  67485. declare module BABYLON.GUI {
  67486. /**
  67487. * Class used as a root to all buttons
  67488. */
  67489. export class AbstractButton3D extends Control3D {
  67490. /**
  67491. * Creates a new button
  67492. * @param name defines the control name
  67493. */
  67494. constructor(name?: string);
  67495. protected _getTypeName(): string;
  67496. protected _createNode(scene: BABYLON.Scene): BABYLON.TransformNode;
  67497. }
  67498. }
  67499. declare module BABYLON.GUI {
  67500. /**
  67501. * Class used to create a button in 3D
  67502. */
  67503. export class Button3D extends AbstractButton3D {
  67504. /** @hidden */
  67505. protected _currentMaterial: BABYLON.Material;
  67506. private _facadeTexture;
  67507. private _content;
  67508. private _contentResolution;
  67509. private _contentScaleRatio;
  67510. /**
  67511. * Gets or sets the texture resolution used to render content (512 by default)
  67512. */
  67513. contentResolution: BABYLON.int;
  67514. /**
  67515. * Gets or sets the texture scale ratio used to render content (2 by default)
  67516. */
  67517. contentScaleRatio: number;
  67518. protected _disposeFacadeTexture(): void;
  67519. protected _resetContent(): void;
  67520. /**
  67521. * Creates a new button
  67522. * @param name defines the control name
  67523. */
  67524. constructor(name?: string);
  67525. /**
  67526. * Gets or sets the GUI 2D content used to display the button's facade
  67527. */
  67528. content: Control;
  67529. /**
  67530. * Apply the facade texture (created from the content property).
  67531. * This function can be overloaded by child classes
  67532. * @param facadeTexture defines the AdvancedDynamicTexture to use
  67533. */
  67534. protected _applyFacade(facadeTexture: AdvancedDynamicTexture): void;
  67535. protected _getTypeName(): string;
  67536. protected _createNode(scene: BABYLON.Scene): BABYLON.TransformNode;
  67537. protected _affectMaterial(mesh: BABYLON.AbstractMesh): void;
  67538. /**
  67539. * Releases all associated resources
  67540. */
  67541. dispose(): void;
  67542. }
  67543. }
  67544. declare module BABYLON.GUI {
  67545. /**
  67546. * Abstract class used to create a container panel deployed on the surface of a volume
  67547. */
  67548. export abstract class VolumeBasedPanel extends Container3D {
  67549. private _columns;
  67550. private _rows;
  67551. private _rowThenColum;
  67552. private _orientation;
  67553. protected _cellWidth: number;
  67554. protected _cellHeight: number;
  67555. /**
  67556. * Gets or sets the distance between elements
  67557. */
  67558. margin: number;
  67559. /**
  67560. * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)
  67561. * | Value | Type | Description |
  67562. * | ----- | ----------------------------------- | ----------- |
  67563. * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |
  67564. * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |
  67565. * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |
  67566. * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |
  67567. * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |
  67568. */
  67569. orientation: number;
  67570. /**
  67571. * Gets or sets the number of columns requested (10 by default).
  67572. * The panel will automatically compute the number of rows based on number of child controls.
  67573. */
  67574. columns: BABYLON.int;
  67575. /**
  67576. * Gets or sets a the number of rows requested.
  67577. * The panel will automatically compute the number of columns based on number of child controls.
  67578. */
  67579. rows: BABYLON.int;
  67580. /**
  67581. * Creates new VolumeBasedPanel
  67582. */
  67583. constructor();
  67584. protected _arrangeChildren(): void;
  67585. /** Child classes must implement this function to provide correct control positioning */
  67586. protected abstract _mapGridNode(control: Control3D, nodePosition: BABYLON.Vector3): void;
  67587. /** Child classes can implement this function to provide additional processing */
  67588. protected _finalProcessing(): void;
  67589. }
  67590. }
  67591. declare module BABYLON.GUI {
  67592. /**
  67593. * Class used to create a container panel deployed on the surface of a cylinder
  67594. */
  67595. export class CylinderPanel extends VolumeBasedPanel {
  67596. private _radius;
  67597. /**
  67598. * Gets or sets the radius of the cylinder where to project controls (5 by default)
  67599. */
  67600. radius: BABYLON.float;
  67601. protected _mapGridNode(control: Control3D, nodePosition: BABYLON.Vector3): void;
  67602. private _cylindricalMapping;
  67603. }
  67604. }
  67605. declare module BABYLON.GUI {
  67606. /** @hidden */
  67607. export var fluentVertexShader: {
  67608. name: string;
  67609. shader: string;
  67610. };
  67611. }
  67612. declare module BABYLON.GUI {
  67613. /** @hidden */
  67614. export var fluentPixelShader: {
  67615. name: string;
  67616. shader: string;
  67617. };
  67618. }
  67619. declare module BABYLON.GUI {
  67620. /** @hidden */
  67621. export class FluentMaterialDefines extends BABYLON.MaterialDefines {
  67622. INNERGLOW: boolean;
  67623. BORDER: boolean;
  67624. HOVERLIGHT: boolean;
  67625. TEXTURE: boolean;
  67626. constructor();
  67627. }
  67628. /**
  67629. * Class used to render controls with fluent desgin
  67630. */
  67631. export class FluentMaterial extends BABYLON.PushMaterial {
  67632. /**
  67633. * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)
  67634. */
  67635. innerGlowColorIntensity: number;
  67636. /**
  67637. * Gets or sets the inner glow color (white by default)
  67638. */
  67639. innerGlowColor: BABYLON.Color3;
  67640. /**
  67641. * Gets or sets alpha value (default is 1.0)
  67642. */
  67643. alpha: number;
  67644. /**
  67645. * Gets or sets the albedo color (Default is BABYLON.Color3(0.3, 0.35, 0.4))
  67646. */
  67647. albedoColor: BABYLON.Color3;
  67648. /**
  67649. * Gets or sets a boolean indicating if borders must be rendered (default is false)
  67650. */
  67651. renderBorders: boolean;
  67652. /**
  67653. * Gets or sets border width (default is 0.5)
  67654. */
  67655. borderWidth: number;
  67656. /**
  67657. * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)
  67658. */
  67659. edgeSmoothingValue: number;
  67660. /**
  67661. * Gets or sets the minimum value that can be applied to border width (default is 0.1)
  67662. */
  67663. borderMinValue: number;
  67664. /**
  67665. * Gets or sets a boolean indicating if hover light must be rendered (default is false)
  67666. */
  67667. renderHoverLight: boolean;
  67668. /**
  67669. * Gets or sets the radius used to render the hover light (default is 1.0)
  67670. */
  67671. hoverRadius: number;
  67672. /**
  67673. * Gets or sets the color used to render the hover light (default is BABYLON.Color4(0.3, 0.3, 0.3, 1.0))
  67674. */
  67675. hoverColor: BABYLON.Color4;
  67676. /**
  67677. * Gets or sets the hover light position in world space (default is BABYLON.Vector3.Zero())
  67678. */
  67679. hoverPosition: BABYLON.Vector3;
  67680. private _albedoTexture;
  67681. /** Gets or sets the texture to use for albedo color */
  67682. albedoTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
  67683. /**
  67684. * Creates a new Fluent material
  67685. * @param name defines the name of the material
  67686. * @param scene defines the hosting scene
  67687. */
  67688. constructor(name: string, scene: BABYLON.Scene);
  67689. needAlphaBlending(): boolean;
  67690. needAlphaTesting(): boolean;
  67691. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  67692. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  67693. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  67694. getActiveTextures(): BABYLON.BaseTexture[];
  67695. hasTexture(texture: BABYLON.BaseTexture): boolean;
  67696. dispose(forceDisposeEffect?: boolean): void;
  67697. clone(name: string): FluentMaterial;
  67698. serialize(): any;
  67699. getClassName(): string;
  67700. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FluentMaterial;
  67701. }
  67702. }
  67703. declare module BABYLON.GUI {
  67704. /**
  67705. * Class used to create a holographic button in 3D
  67706. */
  67707. export class HolographicButton extends Button3D {
  67708. private _backPlate;
  67709. private _textPlate;
  67710. private _frontPlate;
  67711. private _text;
  67712. private _imageUrl;
  67713. private _shareMaterials;
  67714. private _frontMaterial;
  67715. private _backMaterial;
  67716. private _plateMaterial;
  67717. private _pickedPointObserver;
  67718. private _tooltipFade;
  67719. private _tooltipTextBlock;
  67720. private _tooltipTexture;
  67721. private _tooltipMesh;
  67722. private _tooltipHoverObserver;
  67723. private _tooltipOutObserver;
  67724. private _disposeTooltip;
  67725. /**
  67726. * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)
  67727. */
  67728. tooltipText: BABYLON.Nullable<string>;
  67729. /**
  67730. * Gets or sets text for the button
  67731. */
  67732. text: string;
  67733. /**
  67734. * Gets or sets the image url for the button
  67735. */
  67736. imageUrl: string;
  67737. /**
  67738. * Gets the back material used by this button
  67739. */
  67740. readonly backMaterial: FluentMaterial;
  67741. /**
  67742. * Gets the front material used by this button
  67743. */
  67744. readonly frontMaterial: FluentMaterial;
  67745. /**
  67746. * Gets the plate material used by this button
  67747. */
  67748. readonly plateMaterial: BABYLON.StandardMaterial;
  67749. /**
  67750. * Gets a boolean indicating if this button shares its material with other HolographicButtons
  67751. */
  67752. readonly shareMaterials: boolean;
  67753. /**
  67754. * Creates a new button
  67755. * @param name defines the control name
  67756. */
  67757. constructor(name?: string, shareMaterials?: boolean);
  67758. protected _getTypeName(): string;
  67759. private _rebuildContent;
  67760. protected _createNode(scene: BABYLON.Scene): BABYLON.TransformNode;
  67761. protected _applyFacade(facadeTexture: AdvancedDynamicTexture): void;
  67762. private _createBackMaterial;
  67763. private _createFrontMaterial;
  67764. private _createPlateMaterial;
  67765. protected _affectMaterial(mesh: BABYLON.Mesh): void;
  67766. /**
  67767. * Releases all associated resources
  67768. */
  67769. dispose(): void;
  67770. }
  67771. }
  67772. declare module BABYLON.GUI {
  67773. /**
  67774. * Class used to create an interactable object. It's a 3D button using a mesh coming from the current scene
  67775. */
  67776. export class MeshButton3D extends Button3D {
  67777. /** @hidden */
  67778. protected _currentMesh: BABYLON.Mesh;
  67779. /**
  67780. * Creates a new 3D button based on a mesh
  67781. * @param mesh mesh to become a 3D button
  67782. * @param name defines the control name
  67783. */
  67784. constructor(mesh: BABYLON.Mesh, name?: string);
  67785. protected _getTypeName(): string;
  67786. protected _createNode(scene: BABYLON.Scene): BABYLON.TransformNode;
  67787. protected _affectMaterial(mesh: BABYLON.AbstractMesh): void;
  67788. }
  67789. }
  67790. declare module BABYLON.GUI {
  67791. /**
  67792. * Class used to create a container panel deployed on the surface of a plane
  67793. */
  67794. export class PlanePanel extends VolumeBasedPanel {
  67795. protected _mapGridNode(control: Control3D, nodePosition: BABYLON.Vector3): void;
  67796. }
  67797. }
  67798. declare module BABYLON.GUI {
  67799. /**
  67800. * Class used to create a container panel where items get randomized planar mapping
  67801. */
  67802. export class ScatterPanel extends VolumeBasedPanel {
  67803. private _iteration;
  67804. /**
  67805. * Gets or sets the number of iteration to use to scatter the controls (100 by default)
  67806. */
  67807. iteration: BABYLON.float;
  67808. protected _mapGridNode(control: Control3D, nodePosition: BABYLON.Vector3): void;
  67809. private _scatterMapping;
  67810. protected _finalProcessing(): void;
  67811. }
  67812. }
  67813. declare module BABYLON.GUI {
  67814. /**
  67815. * Class used to create a container panel deployed on the surface of a sphere
  67816. */
  67817. export class SpherePanel extends VolumeBasedPanel {
  67818. private _radius;
  67819. /**
  67820. * Gets or sets the radius of the sphere where to project controls (5 by default)
  67821. */
  67822. radius: BABYLON.float;
  67823. protected _mapGridNode(control: Control3D, nodePosition: BABYLON.Vector3): void;
  67824. private _sphericalMapping;
  67825. }
  67826. }
  67827. declare module BABYLON.GUI {
  67828. /**
  67829. * Class used to create a stack panel in 3D on XY plane
  67830. */
  67831. export class StackPanel3D extends Container3D {
  67832. private _isVertical;
  67833. /**
  67834. * Gets or sets a boolean indicating if the stack panel is vertical or horizontal (horizontal by default)
  67835. */
  67836. isVertical: boolean;
  67837. /**
  67838. * Gets or sets the distance between elements
  67839. */
  67840. margin: number;
  67841. /**
  67842. * Creates new StackPanel
  67843. * @param isVertical
  67844. */
  67845. constructor(isVertical?: boolean);
  67846. protected _arrangeChildren(): void;
  67847. }
  67848. }
  67849. declare module BABYLON {
  67850. /**
  67851. * Mode that determines the coordinate system to use.
  67852. */
  67853. export enum GLTFLoaderCoordinateSystemMode {
  67854. /**
  67855. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  67856. */
  67857. AUTO = 0,
  67858. /**
  67859. * Sets the useRightHandedSystem flag on the scene.
  67860. */
  67861. FORCE_RIGHT_HANDED = 1
  67862. }
  67863. /**
  67864. * Mode that determines what animations will start.
  67865. */
  67866. export enum GLTFLoaderAnimationStartMode {
  67867. /**
  67868. * No animation will start.
  67869. */
  67870. NONE = 0,
  67871. /**
  67872. * The first animation will start.
  67873. */
  67874. FIRST = 1,
  67875. /**
  67876. * All animations will start.
  67877. */
  67878. ALL = 2
  67879. }
  67880. /**
  67881. * Interface that contains the data for the glTF asset.
  67882. */
  67883. export interface IGLTFLoaderData {
  67884. /**
  67885. * Object that represents the glTF JSON.
  67886. */
  67887. json: Object;
  67888. /**
  67889. * The BIN chunk of a binary glTF.
  67890. */
  67891. bin: Nullable<ArrayBufferView>;
  67892. }
  67893. /**
  67894. * Interface for extending the loader.
  67895. */
  67896. export interface IGLTFLoaderExtension {
  67897. /**
  67898. * The name of this extension.
  67899. */
  67900. readonly name: string;
  67901. /**
  67902. * Defines whether this extension is enabled.
  67903. */
  67904. enabled: boolean;
  67905. }
  67906. /**
  67907. * Loader state.
  67908. */
  67909. export enum GLTFLoaderState {
  67910. /**
  67911. * The asset is loading.
  67912. */
  67913. LOADING = 0,
  67914. /**
  67915. * The asset is ready for rendering.
  67916. */
  67917. READY = 1,
  67918. /**
  67919. * The asset is completely loaded.
  67920. */
  67921. COMPLETE = 2
  67922. }
  67923. /** @hidden */
  67924. export interface IGLTFLoader extends IDisposable {
  67925. readonly state: Nullable<GLTFLoaderState>;
  67926. importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<{
  67927. meshes: AbstractMesh[];
  67928. particleSystems: IParticleSystem[];
  67929. skeletons: Skeleton[];
  67930. animationGroups: AnimationGroup[];
  67931. }>;
  67932. loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
  67933. }
  67934. /**
  67935. * File loader for loading glTF files into a scene.
  67936. */
  67937. export class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
  67938. /** @hidden */
  67939. static _CreateGLTF1Loader: (parent: GLTFFileLoader) => IGLTFLoader;
  67940. /** @hidden */
  67941. static _CreateGLTF2Loader: (parent: GLTFFileLoader) => IGLTFLoader;
  67942. /**
  67943. * Raised when the asset has been parsed
  67944. */
  67945. onParsedObservable: Observable<IGLTFLoaderData>;
  67946. private _onParsedObserver;
  67947. /**
  67948. * Raised when the asset has been parsed
  67949. */
  67950. onParsed: (loaderData: IGLTFLoaderData) => void;
  67951. /**
  67952. * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
  67953. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
  67954. * Defaults to true.
  67955. * @hidden
  67956. */
  67957. static IncrementalLoading: boolean;
  67958. /**
  67959. * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
  67960. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
  67961. * @hidden
  67962. */
  67963. static HomogeneousCoordinates: boolean;
  67964. /**
  67965. * The coordinate system mode. Defaults to AUTO.
  67966. */
  67967. coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
  67968. /**
  67969. * The animation start mode. Defaults to FIRST.
  67970. */
  67971. animationStartMode: GLTFLoaderAnimationStartMode;
  67972. /**
  67973. * Defines if the loader should compile materials before raising the success callback. Defaults to false.
  67974. */
  67975. compileMaterials: boolean;
  67976. /**
  67977. * Defines if the loader should also compile materials with clip planes. Defaults to false.
  67978. */
  67979. useClipPlane: boolean;
  67980. /**
  67981. * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
  67982. */
  67983. compileShadowGenerators: boolean;
  67984. /**
  67985. * Defines if the Alpha blended materials are only applied as coverage.
  67986. * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
  67987. * If true, no extra effects are applied to transparent pixels.
  67988. */
  67989. transparencyAsCoverage: boolean;
  67990. /**
  67991. * Function called before loading a url referenced by the asset.
  67992. */
  67993. preprocessUrlAsync: (url: string) => Promise<string>;
  67994. /**
  67995. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  67996. */
  67997. readonly onMeshLoadedObservable: Observable<AbstractMesh>;
  67998. private _onMeshLoadedObserver;
  67999. /**
  68000. * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  68001. */
  68002. onMeshLoaded: (mesh: AbstractMesh) => void;
  68003. /**
  68004. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  68005. */
  68006. readonly onTextureLoadedObservable: Observable<BaseTexture>;
  68007. private _onTextureLoadedObserver;
  68008. /**
  68009. * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
  68010. */
  68011. onTextureLoaded: (texture: BaseTexture) => void;
  68012. /**
  68013. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  68014. */
  68015. readonly onMaterialLoadedObservable: Observable<Material>;
  68016. private _onMaterialLoadedObserver;
  68017. /**
  68018. * Callback raised when the loader creates a material after parsing the glTF properties of the material.
  68019. */
  68020. onMaterialLoaded: (material: Material) => void;
  68021. /**
  68022. * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
  68023. */
  68024. readonly onCameraLoadedObservable: Observable<Camera>;
  68025. private _onCameraLoadedObserver;
  68026. /**
  68027. * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
  68028. */
  68029. onCameraLoaded: (camera: Camera) => void;
  68030. /**
  68031. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  68032. * For assets with LODs, raised when all of the LODs are complete.
  68033. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  68034. */
  68035. readonly onCompleteObservable: Observable<void>;
  68036. private _onCompleteObserver;
  68037. /**
  68038. * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
  68039. * For assets with LODs, raised when all of the LODs are complete.
  68040. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  68041. */
  68042. onComplete: () => void;
  68043. /**
  68044. * Observable raised when an error occurs.
  68045. */
  68046. readonly onErrorObservable: Observable<any>;
  68047. private _onErrorObserver;
  68048. /**
  68049. * Callback raised when an error occurs.
  68050. */
  68051. onError: (reason: any) => void;
  68052. /**
  68053. * Observable raised after the loader is disposed.
  68054. */
  68055. readonly onDisposeObservable: Observable<void>;
  68056. private _onDisposeObserver;
  68057. /**
  68058. * Callback raised after the loader is disposed.
  68059. */
  68060. onDispose: () => void;
  68061. /**
  68062. * Observable raised after a loader extension is created.
  68063. * Set additional options for a loader extension in this event.
  68064. */
  68065. readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
  68066. private _onExtensionLoadedObserver;
  68067. /**
  68068. * Callback raised after a loader extension is created.
  68069. */
  68070. onExtensionLoaded: (extension: IGLTFLoaderExtension) => void;
  68071. /**
  68072. * Defines if the loader logging is enabled.
  68073. */
  68074. loggingEnabled: boolean;
  68075. /**
  68076. * Defines if the loader should capture performance counters.
  68077. */
  68078. capturePerformanceCounters: boolean;
  68079. /**
  68080. * Defines if the loader should validate the asset.
  68081. */
  68082. validate: boolean;
  68083. /**
  68084. * Observable raised after validation when validate is set to true. The event data is the result of the validation.
  68085. */
  68086. readonly onValidatedObservable: Observable<BABYLON.GLTF2.IGLTFValidationResults>;
  68087. private _onValidatedObserver;
  68088. /**
  68089. * Callback raised after a loader extension is created.
  68090. */
  68091. onValidated: (results: BABYLON.GLTF2.IGLTFValidationResults) => void;
  68092. private _loader;
  68093. /**
  68094. * Name of the loader ("gltf")
  68095. */
  68096. name: string;
  68097. /**
  68098. * Supported file extensions of the loader (.gltf, .glb)
  68099. */
  68100. extensions: ISceneLoaderPluginExtensions;
  68101. /**
  68102. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  68103. */
  68104. dispose(): void;
  68105. /** @hidden */
  68106. _clear(): void;
  68107. /**
  68108. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  68109. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  68110. * @param scene the scene the meshes should be added to
  68111. * @param data the glTF data to load
  68112. * @param rootUrl root url to load from
  68113. * @param onProgress event that fires when loading progress has occured
  68114. * @param fileName Defines the name of the file to load
  68115. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  68116. */
  68117. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  68118. meshes: AbstractMesh[];
  68119. particleSystems: IParticleSystem[];
  68120. skeletons: Skeleton[];
  68121. animationGroups: AnimationGroup[];
  68122. }>;
  68123. /**
  68124. * Imports all objects from the loaded glTF data and adds them to the scene
  68125. * @param scene the scene the objects should be added to
  68126. * @param data the glTF data to load
  68127. * @param rootUrl root url to load from
  68128. * @param onProgress event that fires when loading progress has occured
  68129. * @param fileName Defines the name of the file to load
  68130. * @returns a promise which completes when objects have been loaded to the scene
  68131. */
  68132. loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  68133. /**
  68134. * Load into an asset container.
  68135. * @param scene The scene to load into
  68136. * @param data The data to import
  68137. * @param rootUrl The root url for scene and resources
  68138. * @param onProgress The callback when the load progresses
  68139. * @param fileName Defines the name of the file to load
  68140. * @returns The loaded asset container
  68141. */
  68142. loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  68143. /**
  68144. * If the data string can be loaded directly.
  68145. * @param data string contianing the file data
  68146. * @returns if the data can be loaded directly
  68147. */
  68148. canDirectLoad(data: string): boolean;
  68149. /**
  68150. * Rewrites a url by combining a root url and response url.
  68151. */
  68152. rewriteRootURL: (rootUrl: string, responseURL?: string) => string;
  68153. /**
  68154. * Instantiates a glTF file loader plugin.
  68155. * @returns the created plugin
  68156. */
  68157. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  68158. /**
  68159. * The loader state or null if the loader is not active.
  68160. */
  68161. readonly loaderState: Nullable<GLTFLoaderState>;
  68162. /**
  68163. * Returns a promise that resolves when the asset is completely loaded.
  68164. * @returns a promise that resolves when the asset is completely loaded.
  68165. */
  68166. whenCompleteAsync(): Promise<void>;
  68167. private _parseAsync;
  68168. private _validateAsync;
  68169. private _getLoader;
  68170. private _unpackBinary;
  68171. private _unpackBinaryV1;
  68172. private _unpackBinaryV2;
  68173. private static _parseVersion;
  68174. private static _compareVersion;
  68175. private static _decodeBufferToText;
  68176. private static readonly _logSpaces;
  68177. private _logIndentLevel;
  68178. private _loggingEnabled;
  68179. /** @hidden */
  68180. _log: (message: string) => void;
  68181. /** @hidden */
  68182. _logOpen(message: string): void;
  68183. /** @hidden */
  68184. _logClose(): void;
  68185. private _logEnabled;
  68186. private _logDisabled;
  68187. private _capturePerformanceCounters;
  68188. /** @hidden */
  68189. _startPerformanceCounter: (counterName: string) => void;
  68190. /** @hidden */
  68191. _endPerformanceCounter: (counterName: string) => void;
  68192. private _startPerformanceCounterEnabled;
  68193. private _startPerformanceCounterDisabled;
  68194. private _endPerformanceCounterEnabled;
  68195. private _endPerformanceCounterDisabled;
  68196. }
  68197. }
  68198. declare module BABYLON.GLTF1 {
  68199. /**
  68200. * Enums
  68201. * @hidden
  68202. */
  68203. export enum EComponentType {
  68204. BYTE = 5120,
  68205. UNSIGNED_BYTE = 5121,
  68206. SHORT = 5122,
  68207. UNSIGNED_SHORT = 5123,
  68208. FLOAT = 5126
  68209. }
  68210. /** @hidden */
  68211. export enum EShaderType {
  68212. FRAGMENT = 35632,
  68213. VERTEX = 35633
  68214. }
  68215. /** @hidden */
  68216. export enum EParameterType {
  68217. BYTE = 5120,
  68218. UNSIGNED_BYTE = 5121,
  68219. SHORT = 5122,
  68220. UNSIGNED_SHORT = 5123,
  68221. INT = 5124,
  68222. UNSIGNED_INT = 5125,
  68223. FLOAT = 5126,
  68224. FLOAT_VEC2 = 35664,
  68225. FLOAT_VEC3 = 35665,
  68226. FLOAT_VEC4 = 35666,
  68227. INT_VEC2 = 35667,
  68228. INT_VEC3 = 35668,
  68229. INT_VEC4 = 35669,
  68230. BOOL = 35670,
  68231. BOOL_VEC2 = 35671,
  68232. BOOL_VEC3 = 35672,
  68233. BOOL_VEC4 = 35673,
  68234. FLOAT_MAT2 = 35674,
  68235. FLOAT_MAT3 = 35675,
  68236. FLOAT_MAT4 = 35676,
  68237. SAMPLER_2D = 35678
  68238. }
  68239. /** @hidden */
  68240. export enum ETextureWrapMode {
  68241. CLAMP_TO_EDGE = 33071,
  68242. MIRRORED_REPEAT = 33648,
  68243. REPEAT = 10497
  68244. }
  68245. /** @hidden */
  68246. export enum ETextureFilterType {
  68247. NEAREST = 9728,
  68248. LINEAR = 9728,
  68249. NEAREST_MIPMAP_NEAREST = 9984,
  68250. LINEAR_MIPMAP_NEAREST = 9985,
  68251. NEAREST_MIPMAP_LINEAR = 9986,
  68252. LINEAR_MIPMAP_LINEAR = 9987
  68253. }
  68254. /** @hidden */
  68255. export enum ETextureFormat {
  68256. ALPHA = 6406,
  68257. RGB = 6407,
  68258. RGBA = 6408,
  68259. LUMINANCE = 6409,
  68260. LUMINANCE_ALPHA = 6410
  68261. }
  68262. /** @hidden */
  68263. export enum ECullingType {
  68264. FRONT = 1028,
  68265. BACK = 1029,
  68266. FRONT_AND_BACK = 1032
  68267. }
  68268. /** @hidden */
  68269. export enum EBlendingFunction {
  68270. ZERO = 0,
  68271. ONE = 1,
  68272. SRC_COLOR = 768,
  68273. ONE_MINUS_SRC_COLOR = 769,
  68274. DST_COLOR = 774,
  68275. ONE_MINUS_DST_COLOR = 775,
  68276. SRC_ALPHA = 770,
  68277. ONE_MINUS_SRC_ALPHA = 771,
  68278. DST_ALPHA = 772,
  68279. ONE_MINUS_DST_ALPHA = 773,
  68280. CONSTANT_COLOR = 32769,
  68281. ONE_MINUS_CONSTANT_COLOR = 32770,
  68282. CONSTANT_ALPHA = 32771,
  68283. ONE_MINUS_CONSTANT_ALPHA = 32772,
  68284. SRC_ALPHA_SATURATE = 776
  68285. }
  68286. /** @hidden */
  68287. export interface IGLTFProperty {
  68288. extensions?: {
  68289. [key: string]: any;
  68290. };
  68291. extras?: Object;
  68292. }
  68293. /** @hidden */
  68294. export interface IGLTFChildRootProperty extends IGLTFProperty {
  68295. name?: string;
  68296. }
  68297. /** @hidden */
  68298. export interface IGLTFAccessor extends IGLTFChildRootProperty {
  68299. bufferView: string;
  68300. byteOffset: number;
  68301. byteStride: number;
  68302. count: number;
  68303. type: string;
  68304. componentType: EComponentType;
  68305. max?: number[];
  68306. min?: number[];
  68307. name?: string;
  68308. }
  68309. /** @hidden */
  68310. export interface IGLTFBufferView extends IGLTFChildRootProperty {
  68311. buffer: string;
  68312. byteOffset: number;
  68313. byteLength: number;
  68314. byteStride: number;
  68315. target?: number;
  68316. }
  68317. /** @hidden */
  68318. export interface IGLTFBuffer extends IGLTFChildRootProperty {
  68319. uri: string;
  68320. byteLength?: number;
  68321. type?: string;
  68322. }
  68323. /** @hidden */
  68324. export interface IGLTFShader extends IGLTFChildRootProperty {
  68325. uri: string;
  68326. type: EShaderType;
  68327. }
  68328. /** @hidden */
  68329. export interface IGLTFProgram extends IGLTFChildRootProperty {
  68330. attributes: string[];
  68331. fragmentShader: string;
  68332. vertexShader: string;
  68333. }
  68334. /** @hidden */
  68335. export interface IGLTFTechniqueParameter {
  68336. type: number;
  68337. count?: number;
  68338. semantic?: string;
  68339. node?: string;
  68340. value?: number | boolean | string | Array<any>;
  68341. source?: string;
  68342. babylonValue?: any;
  68343. }
  68344. /** @hidden */
  68345. export interface IGLTFTechniqueCommonProfile {
  68346. lightingModel: string;
  68347. texcoordBindings: Object;
  68348. parameters?: Array<any>;
  68349. }
  68350. /** @hidden */
  68351. export interface IGLTFTechniqueStatesFunctions {
  68352. blendColor?: number[];
  68353. blendEquationSeparate?: number[];
  68354. blendFuncSeparate?: number[];
  68355. colorMask: boolean[];
  68356. cullFace: number[];
  68357. }
  68358. /** @hidden */
  68359. export interface IGLTFTechniqueStates {
  68360. enable: number[];
  68361. functions: IGLTFTechniqueStatesFunctions;
  68362. }
  68363. /** @hidden */
  68364. export interface IGLTFTechnique extends IGLTFChildRootProperty {
  68365. parameters: {
  68366. [key: string]: IGLTFTechniqueParameter;
  68367. };
  68368. program: string;
  68369. attributes: {
  68370. [key: string]: string;
  68371. };
  68372. uniforms: {
  68373. [key: string]: string;
  68374. };
  68375. states: IGLTFTechniqueStates;
  68376. }
  68377. /** @hidden */
  68378. export interface IGLTFMaterial extends IGLTFChildRootProperty {
  68379. technique?: string;
  68380. values: string[];
  68381. }
  68382. /** @hidden */
  68383. export interface IGLTFMeshPrimitive extends IGLTFProperty {
  68384. attributes: {
  68385. [key: string]: string;
  68386. };
  68387. indices: string;
  68388. material: string;
  68389. mode?: number;
  68390. }
  68391. /** @hidden */
  68392. export interface IGLTFMesh extends IGLTFChildRootProperty {
  68393. primitives: IGLTFMeshPrimitive[];
  68394. }
  68395. /** @hidden */
  68396. export interface IGLTFImage extends IGLTFChildRootProperty {
  68397. uri: string;
  68398. }
  68399. /** @hidden */
  68400. export interface IGLTFSampler extends IGLTFChildRootProperty {
  68401. magFilter?: number;
  68402. minFilter?: number;
  68403. wrapS?: number;
  68404. wrapT?: number;
  68405. }
  68406. /** @hidden */
  68407. export interface IGLTFTexture extends IGLTFChildRootProperty {
  68408. sampler: string;
  68409. source: string;
  68410. format?: ETextureFormat;
  68411. internalFormat?: ETextureFormat;
  68412. target?: number;
  68413. type?: number;
  68414. babylonTexture?: Texture;
  68415. }
  68416. /** @hidden */
  68417. export interface IGLTFAmbienLight {
  68418. color?: number[];
  68419. }
  68420. /** @hidden */
  68421. export interface IGLTFDirectionalLight {
  68422. color?: number[];
  68423. }
  68424. /** @hidden */
  68425. export interface IGLTFPointLight {
  68426. color?: number[];
  68427. constantAttenuation?: number;
  68428. linearAttenuation?: number;
  68429. quadraticAttenuation?: number;
  68430. }
  68431. /** @hidden */
  68432. export interface IGLTFSpotLight {
  68433. color?: number[];
  68434. constantAttenuation?: number;
  68435. fallOfAngle?: number;
  68436. fallOffExponent?: number;
  68437. linearAttenuation?: number;
  68438. quadraticAttenuation?: number;
  68439. }
  68440. /** @hidden */
  68441. export interface IGLTFLight extends IGLTFChildRootProperty {
  68442. type: string;
  68443. }
  68444. /** @hidden */
  68445. export interface IGLTFCameraOrthographic {
  68446. xmag: number;
  68447. ymag: number;
  68448. zfar: number;
  68449. znear: number;
  68450. }
  68451. /** @hidden */
  68452. export interface IGLTFCameraPerspective {
  68453. aspectRatio: number;
  68454. yfov: number;
  68455. zfar: number;
  68456. znear: number;
  68457. }
  68458. /** @hidden */
  68459. export interface IGLTFCamera extends IGLTFChildRootProperty {
  68460. type: string;
  68461. }
  68462. /** @hidden */
  68463. export interface IGLTFAnimationChannelTarget {
  68464. id: string;
  68465. path: string;
  68466. }
  68467. /** @hidden */
  68468. export interface IGLTFAnimationChannel {
  68469. sampler: string;
  68470. target: IGLTFAnimationChannelTarget;
  68471. }
  68472. /** @hidden */
  68473. export interface IGLTFAnimationSampler {
  68474. input: string;
  68475. output: string;
  68476. interpolation?: string;
  68477. }
  68478. /** @hidden */
  68479. export interface IGLTFAnimation extends IGLTFChildRootProperty {
  68480. channels?: IGLTFAnimationChannel[];
  68481. parameters?: {
  68482. [key: string]: string;
  68483. };
  68484. samplers?: {
  68485. [key: string]: IGLTFAnimationSampler;
  68486. };
  68487. }
  68488. /** @hidden */
  68489. export interface IGLTFNodeInstanceSkin {
  68490. skeletons: string[];
  68491. skin: string;
  68492. meshes: string[];
  68493. }
  68494. /** @hidden */
  68495. export interface IGLTFSkins extends IGLTFChildRootProperty {
  68496. bindShapeMatrix: number[];
  68497. inverseBindMatrices: string;
  68498. jointNames: string[];
  68499. babylonSkeleton?: Skeleton;
  68500. }
  68501. /** @hidden */
  68502. export interface IGLTFNode extends IGLTFChildRootProperty {
  68503. camera?: string;
  68504. children: string[];
  68505. skin?: string;
  68506. jointName?: string;
  68507. light?: string;
  68508. matrix: number[];
  68509. mesh?: string;
  68510. meshes?: string[];
  68511. rotation?: number[];
  68512. scale?: number[];
  68513. translation?: number[];
  68514. babylonNode?: Node;
  68515. }
  68516. /** @hidden */
  68517. export interface IGLTFScene extends IGLTFChildRootProperty {
  68518. nodes: string[];
  68519. }
  68520. /** @hidden */
  68521. export interface IGLTFRuntime {
  68522. extensions: {
  68523. [key: string]: any;
  68524. };
  68525. accessors: {
  68526. [key: string]: IGLTFAccessor;
  68527. };
  68528. buffers: {
  68529. [key: string]: IGLTFBuffer;
  68530. };
  68531. bufferViews: {
  68532. [key: string]: IGLTFBufferView;
  68533. };
  68534. meshes: {
  68535. [key: string]: IGLTFMesh;
  68536. };
  68537. lights: {
  68538. [key: string]: IGLTFLight;
  68539. };
  68540. cameras: {
  68541. [key: string]: IGLTFCamera;
  68542. };
  68543. nodes: {
  68544. [key: string]: IGLTFNode;
  68545. };
  68546. images: {
  68547. [key: string]: IGLTFImage;
  68548. };
  68549. textures: {
  68550. [key: string]: IGLTFTexture;
  68551. };
  68552. shaders: {
  68553. [key: string]: IGLTFShader;
  68554. };
  68555. programs: {
  68556. [key: string]: IGLTFProgram;
  68557. };
  68558. samplers: {
  68559. [key: string]: IGLTFSampler;
  68560. };
  68561. techniques: {
  68562. [key: string]: IGLTFTechnique;
  68563. };
  68564. materials: {
  68565. [key: string]: IGLTFMaterial;
  68566. };
  68567. animations: {
  68568. [key: string]: IGLTFAnimation;
  68569. };
  68570. skins: {
  68571. [key: string]: IGLTFSkins;
  68572. };
  68573. currentScene?: Object;
  68574. scenes: {
  68575. [key: string]: IGLTFScene;
  68576. };
  68577. extensionsUsed: string[];
  68578. extensionsRequired?: string[];
  68579. buffersCount: number;
  68580. shaderscount: number;
  68581. scene: Scene;
  68582. rootUrl: string;
  68583. loadedBufferCount: number;
  68584. loadedBufferViews: {
  68585. [name: string]: ArrayBufferView;
  68586. };
  68587. loadedShaderCount: number;
  68588. importOnlyMeshes: boolean;
  68589. importMeshesNames?: string[];
  68590. dummyNodes: Node[];
  68591. }
  68592. /** @hidden */
  68593. export interface INodeToRoot {
  68594. bone: Bone;
  68595. node: IGLTFNode;
  68596. id: string;
  68597. }
  68598. /** @hidden */
  68599. export interface IJointNode {
  68600. node: IGLTFNode;
  68601. id: string;
  68602. }
  68603. }
  68604. declare module BABYLON.GLTF1 {
  68605. /**
  68606. * Utils functions for GLTF
  68607. * @hidden
  68608. */
  68609. export class GLTFUtils {
  68610. /**
  68611. * Sets the given "parameter" matrix
  68612. * @param scene: the Scene object
  68613. * @param source: the source node where to pick the matrix
  68614. * @param parameter: the GLTF technique parameter
  68615. * @param uniformName: the name of the shader's uniform
  68616. * @param shaderMaterial: the shader material
  68617. */
  68618. static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
  68619. /**
  68620. * Sets the given "parameter" matrix
  68621. * @param shaderMaterial: the shader material
  68622. * @param uniform: the name of the shader's uniform
  68623. * @param value: the value of the uniform
  68624. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  68625. */
  68626. static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
  68627. /**
  68628. * Returns the wrap mode of the texture
  68629. * @param mode: the mode value
  68630. */
  68631. static GetWrapMode(mode: number): number;
  68632. /**
  68633. * Returns the byte stride giving an accessor
  68634. * @param accessor: the GLTF accessor objet
  68635. */
  68636. static GetByteStrideFromType(accessor: IGLTFAccessor): number;
  68637. /**
  68638. * Returns the texture filter mode giving a mode value
  68639. * @param mode: the filter mode value
  68640. */
  68641. static GetTextureFilterMode(mode: number): ETextureFilterType;
  68642. static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
  68643. /**
  68644. * Returns a buffer from its accessor
  68645. * @param gltfRuntime: the GLTF runtime
  68646. * @param accessor: the GLTF accessor
  68647. */
  68648. static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
  68649. /**
  68650. * Decodes a buffer view into a string
  68651. * @param view: the buffer view
  68652. */
  68653. static DecodeBufferToText(view: ArrayBufferView): string;
  68654. /**
  68655. * Returns the default material of gltf. Related to
  68656. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  68657. * @param scene: the Babylon.js scene
  68658. */
  68659. static GetDefaultMaterial(scene: Scene): ShaderMaterial;
  68660. private static _DefaultMaterial;
  68661. }
  68662. }
  68663. declare module BABYLON.GLTF1 {
  68664. /**
  68665. * Implementation of the base glTF spec
  68666. * @hidden
  68667. */
  68668. export class GLTFLoaderBase {
  68669. static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime;
  68670. static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
  68671. static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
  68672. static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable<ArrayBufferView>, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
  68673. static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
  68674. static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
  68675. }
  68676. /**
  68677. * glTF V1 Loader
  68678. * @hidden
  68679. */
  68680. export class GLTFLoader implements IGLTFLoader {
  68681. static Extensions: {
  68682. [name: string]: GLTFLoaderExtension;
  68683. };
  68684. static RegisterExtension(extension: GLTFLoaderExtension): void;
  68685. state: Nullable<GLTFLoaderState>;
  68686. dispose(): void;
  68687. private _importMeshAsync;
  68688. /**
  68689. * Imports one or more meshes from a loaded gltf file and adds them to the scene
  68690. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  68691. * @param scene the scene the meshes should be added to
  68692. * @param data gltf data containing information of the meshes in a loaded file
  68693. * @param rootUrl root url to load from
  68694. * @param onProgress event that fires when loading progress has occured
  68695. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  68696. */
  68697. importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{
  68698. meshes: AbstractMesh[];
  68699. particleSystems: IParticleSystem[];
  68700. skeletons: Skeleton[];
  68701. animationGroups: AnimationGroup[];
  68702. }>;
  68703. private _loadAsync;
  68704. /**
  68705. * Imports all objects from a loaded gltf file and adds them to the scene
  68706. * @param scene the scene the objects should be added to
  68707. * @param data gltf data containing information of the meshes in a loaded file
  68708. * @param rootUrl root url to load from
  68709. * @param onProgress event that fires when loading progress has occured
  68710. * @returns a promise which completes when objects have been loaded to the scene
  68711. */
  68712. loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
  68713. private _loadShadersAsync;
  68714. private _loadBuffersAsync;
  68715. private _createNodes;
  68716. }
  68717. /** @hidden */
  68718. export abstract class GLTFLoaderExtension {
  68719. private _name;
  68720. constructor(name: string);
  68721. readonly name: string;
  68722. /**
  68723. * Defines an override for loading the runtime
  68724. * Return true to stop further extensions from loading the runtime
  68725. */
  68726. loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
  68727. /**
  68728. * Defines an onverride for creating gltf runtime
  68729. * Return true to stop further extensions from creating the runtime
  68730. */
  68731. loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
  68732. /**
  68733. * Defines an override for loading buffers
  68734. * Return true to stop further extensions from loading this buffer
  68735. */
  68736. loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
  68737. /**
  68738. * Defines an override for loading texture buffers
  68739. * Return true to stop further extensions from loading this texture data
  68740. */
  68741. loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
  68742. /**
  68743. * Defines an override for creating textures
  68744. * Return true to stop further extensions from loading this texture
  68745. */
  68746. createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
  68747. /**
  68748. * Defines an override for loading shader strings
  68749. * Return true to stop further extensions from loading this shader data
  68750. */
  68751. loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
  68752. /**
  68753. * Defines an override for loading materials
  68754. * Return true to stop further extensions from loading this material
  68755. */
  68756. loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
  68757. static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
  68758. static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
  68759. static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
  68760. static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
  68761. static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
  68762. static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
  68763. private static LoadTextureBufferAsync;
  68764. private static CreateTextureAsync;
  68765. private static ApplyExtensions;
  68766. }
  68767. }
  68768. declare module BABYLON.GLTF1 {
  68769. /** @hidden */
  68770. export class GLTFBinaryExtension extends GLTFLoaderExtension {
  68771. private _bin;
  68772. constructor();
  68773. loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
  68774. loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
  68775. loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
  68776. loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
  68777. }
  68778. }
  68779. declare module BABYLON.GLTF1 {
  68780. /** @hidden */
  68781. export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
  68782. constructor();
  68783. loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
  68784. loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
  68785. private _loadTexture;
  68786. }
  68787. }
  68788. declare module BABYLON.GLTF2.Loader {
  68789. /**
  68790. * Loader interface with an index field.
  68791. */
  68792. export interface IArrayItem {
  68793. /**
  68794. * The index of this item in the array.
  68795. */
  68796. index: number;
  68797. }
  68798. /**
  68799. * Loader interface with additional members.
  68800. */
  68801. export interface IAccessor extends BABYLON.GLTF2.IAccessor, IArrayItem {
  68802. /** @hidden */
  68803. _data?: Promise<ArrayBufferView>;
  68804. /** @hidden */
  68805. _babylonVertexBuffer?: Promise<VertexBuffer>;
  68806. }
  68807. /**
  68808. * Loader interface with additional members.
  68809. */
  68810. export interface IAnimationChannel extends BABYLON.GLTF2.IAnimationChannel, IArrayItem {
  68811. }
  68812. /** @hidden */
  68813. export interface _IAnimationSamplerData {
  68814. input: Float32Array;
  68815. interpolation: BABYLON.GLTF2.AnimationSamplerInterpolation;
  68816. output: Float32Array;
  68817. }
  68818. /**
  68819. * Loader interface with additional members.
  68820. */
  68821. export interface IAnimationSampler extends BABYLON.GLTF2.IAnimationSampler, IArrayItem {
  68822. /** @hidden */
  68823. _data?: Promise<_IAnimationSamplerData>;
  68824. }
  68825. /**
  68826. * Loader interface with additional members.
  68827. */
  68828. export interface IAnimation extends BABYLON.GLTF2.IAnimation, IArrayItem {
  68829. channels: IAnimationChannel[];
  68830. samplers: IAnimationSampler[];
  68831. /** @hidden */
  68832. _babylonAnimationGroup?: AnimationGroup;
  68833. }
  68834. /**
  68835. * Loader interface with additional members.
  68836. */
  68837. export interface IBuffer extends BABYLON.GLTF2.IBuffer, IArrayItem {
  68838. /** @hidden */
  68839. _data?: Promise<ArrayBufferView>;
  68840. }
  68841. /**
  68842. * Loader interface with additional members.
  68843. */
  68844. export interface IBufferView extends BABYLON.GLTF2.IBufferView, IArrayItem {
  68845. /** @hidden */
  68846. _data?: Promise<ArrayBufferView>;
  68847. /** @hidden */
  68848. _babylonBuffer?: Promise<Buffer>;
  68849. }
  68850. /**
  68851. * Loader interface with additional members.
  68852. */
  68853. export interface ICamera extends BABYLON.GLTF2.ICamera, IArrayItem {
  68854. }
  68855. /**
  68856. * Loader interface with additional members.
  68857. */
  68858. export interface IImage extends BABYLON.GLTF2.IImage, IArrayItem {
  68859. /** @hidden */
  68860. _data?: Promise<ArrayBufferView>;
  68861. }
  68862. /**
  68863. * Loader interface with additional members.
  68864. */
  68865. export interface IMaterialNormalTextureInfo extends BABYLON.GLTF2.IMaterialNormalTextureInfo, ITextureInfo {
  68866. }
  68867. /**
  68868. * Loader interface with additional members.
  68869. */
  68870. export interface IMaterialOcclusionTextureInfo extends BABYLON.GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {
  68871. }
  68872. /**
  68873. * Loader interface with additional members.
  68874. */
  68875. export interface IMaterialPbrMetallicRoughness extends BABYLON.GLTF2.IMaterialPbrMetallicRoughness {
  68876. baseColorTexture?: ITextureInfo;
  68877. metallicRoughnessTexture?: ITextureInfo;
  68878. }
  68879. /**
  68880. * Loader interface with additional members.
  68881. */
  68882. export interface IMaterial extends BABYLON.GLTF2.IMaterial, IArrayItem {
  68883. pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
  68884. normalTexture?: IMaterialNormalTextureInfo;
  68885. occlusionTexture?: IMaterialOcclusionTextureInfo;
  68886. emissiveTexture?: ITextureInfo;
  68887. /** @hidden */
  68888. _data?: {
  68889. [babylonDrawMode: number]: {
  68890. babylonMaterial: Material;
  68891. babylonMeshes: AbstractMesh[];
  68892. promise: Promise<void>;
  68893. };
  68894. };
  68895. }
  68896. /**
  68897. * Loader interface with additional members.
  68898. */
  68899. export interface IMesh extends BABYLON.GLTF2.IMesh, IArrayItem {
  68900. primitives: IMeshPrimitive[];
  68901. }
  68902. /**
  68903. * Loader interface with additional members.
  68904. */
  68905. export interface IMeshPrimitive extends BABYLON.GLTF2.IMeshPrimitive, IArrayItem {
  68906. /** @hidden */
  68907. _instanceData?: {
  68908. babylonSourceMesh: Mesh;
  68909. promise: Promise<any>;
  68910. };
  68911. }
  68912. /**
  68913. * Loader interface with additional members.
  68914. */
  68915. export interface INode extends BABYLON.GLTF2.INode, IArrayItem {
  68916. /**
  68917. * The parent glTF node.
  68918. */
  68919. parent?: INode;
  68920. /** @hidden */
  68921. _babylonTransformNode?: TransformNode;
  68922. /** @hidden */
  68923. _primitiveBabylonMeshes?: AbstractMesh[];
  68924. /** @hidden */
  68925. _babylonBones?: Bone[];
  68926. /** @hidden */
  68927. _numMorphTargets?: number;
  68928. }
  68929. /** @hidden */
  68930. export interface _ISamplerData {
  68931. noMipMaps: boolean;
  68932. samplingMode: number;
  68933. wrapU: number;
  68934. wrapV: number;
  68935. }
  68936. /**
  68937. * Loader interface with additional members.
  68938. */
  68939. export interface ISampler extends BABYLON.GLTF2.ISampler, IArrayItem {
  68940. /** @hidden */
  68941. _data?: _ISamplerData;
  68942. }
  68943. /**
  68944. * Loader interface with additional members.
  68945. */
  68946. export interface IScene extends BABYLON.GLTF2.IScene, IArrayItem {
  68947. }
  68948. /**
  68949. * Loader interface with additional members.
  68950. */
  68951. export interface ISkin extends BABYLON.GLTF2.ISkin, IArrayItem {
  68952. /** @hidden */
  68953. _data?: {
  68954. babylonSkeleton: Skeleton;
  68955. promise: Promise<void>;
  68956. };
  68957. }
  68958. /**
  68959. * Loader interface with additional members.
  68960. */
  68961. export interface ITexture extends BABYLON.GLTF2.ITexture, IArrayItem {
  68962. }
  68963. /**
  68964. * Loader interface with additional members.
  68965. */
  68966. export interface ITextureInfo extends BABYLON.GLTF2.ITextureInfo {
  68967. }
  68968. /**
  68969. * Loader interface with additional members.
  68970. */
  68971. export interface IGLTF extends BABYLON.GLTF2.IGLTF {
  68972. accessors?: IAccessor[];
  68973. animations?: IAnimation[];
  68974. buffers?: IBuffer[];
  68975. bufferViews?: IBufferView[];
  68976. cameras?: ICamera[];
  68977. images?: IImage[];
  68978. materials?: IMaterial[];
  68979. meshes?: IMesh[];
  68980. nodes?: INode[];
  68981. samplers?: ISampler[];
  68982. scenes?: IScene[];
  68983. skins?: ISkin[];
  68984. textures?: ITexture[];
  68985. }
  68986. }
  68987. declare module BABYLON.GLTF2 {
  68988. /**
  68989. * Interface for a glTF loader extension.
  68990. */
  68991. export interface IGLTFLoaderExtension extends BABYLON.IGLTFLoaderExtension, IDisposable {
  68992. /**
  68993. * Called after the loader state changes to LOADING.
  68994. */
  68995. onLoading?(): void;
  68996. /**
  68997. * Called after the loader state changes to READY.
  68998. */
  68999. onReady?(): void;
  69000. /**
  69001. * Define this method to modify the default behavior when loading scenes.
  69002. * @param context The context when loading the asset
  69003. * @param scene The glTF scene property
  69004. * @returns A promise that resolves when the load is complete or null if not handled
  69005. */
  69006. loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;
  69007. /**
  69008. * Define this method to modify the default behavior when loading nodes.
  69009. * @param context The context when loading the asset
  69010. * @param node The glTF node property
  69011. * @param assign A function called synchronously after parsing the glTF properties
  69012. * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled
  69013. */
  69014. loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
  69015. /**
  69016. * Define this method to modify the default behavior when loading cameras.
  69017. * @param context The context when loading the asset
  69018. * @param camera The glTF camera property
  69019. * @param assign A function called synchronously after parsing the glTF properties
  69020. * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled
  69021. */
  69022. loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
  69023. /**
  69024. * @hidden Define this method to modify the default behavior when loading vertex data for mesh primitives.
  69025. * @param context The context when loading the asset
  69026. * @param primitive The glTF mesh primitive property
  69027. * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled
  69028. */
  69029. _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
  69030. /**
  69031. * @hidden Define this method to modify the default behavior when loading data for mesh primitives.
  69032. * @param context The context when loading the asset
  69033. * @param name The mesh name when loading the asset
  69034. * @param node The glTF node when loading the asset
  69035. * @param mesh The glTF mesh when loading the asset
  69036. * @param primitive The glTF mesh primitive property
  69037. * @param assign A function called synchronously after parsing the glTF properties
  69038. * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
  69039. */
  69040. _loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
  69041. /**
  69042. * @hidden Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
  69043. * @param context The context when loading the asset
  69044. * @param material The glTF material property
  69045. * @param assign A function called synchronously after parsing the glTF properties
  69046. * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled
  69047. */
  69048. _loadMaterialAsync?(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
  69049. /**
  69050. * Define this method to modify the default behavior when creating materials.
  69051. * @param context The context when loading the asset
  69052. * @param material The glTF material property
  69053. * @param babylonDrawMode The draw mode for the Babylon material
  69054. * @returns The Babylon material or null if not handled
  69055. */
  69056. createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
  69057. /**
  69058. * Define this method to modify the default behavior when loading material properties.
  69059. * @param context The context when loading the asset
  69060. * @param material The glTF material property
  69061. * @param babylonMaterial The Babylon material
  69062. * @returns A promise that resolves when the load is complete or null if not handled
  69063. */
  69064. loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
  69065. /**
  69066. * Define this method to modify the default behavior when loading texture infos.
  69067. * @param context The context when loading the asset
  69068. * @param textureInfo The glTF texture info property
  69069. * @param assign A function called synchronously after parsing the glTF properties
  69070. * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
  69071. */
  69072. loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
  69073. /**
  69074. * Define this method to modify the default behavior when loading animations.
  69075. * @param context The context when loading the asset
  69076. * @param animation The glTF animation property
  69077. * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
  69078. */
  69079. loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
  69080. /**
  69081. * @hidden Define this method to modify the default behavior when loading skins.
  69082. * @param context The context when loading the asset
  69083. * @param node The glTF node property
  69084. * @param skin The glTF skin property
  69085. * @returns A promise that resolves when the load is complete or null if not handled
  69086. */
  69087. _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
  69088. /**
  69089. * @hidden Define this method to modify the default behavior when loading uris.
  69090. * @param context The context when loading the asset
  69091. * @param property The glTF property associated with the uri
  69092. * @param uri The uri to load
  69093. * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
  69094. */
  69095. _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
  69096. /**
  69097. * Define this method to modify the default behavior when loading buffer views.
  69098. * @param context The context when loading the asset
  69099. * @param bufferView The glTF buffer view property
  69100. * @returns A promise that resolves with the loaded buffer view when the load is complete or null if not handled
  69101. */
  69102. loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;
  69103. }
  69104. }
  69105. declare module BABYLON.GLTF2 {
  69106. /**
  69107. * Helper class for working with arrays when loading the glTF asset
  69108. */
  69109. export class ArrayItem {
  69110. /**
  69111. * Gets an item from the given array.
  69112. * @param context The context when loading the asset
  69113. * @param array The array to get the item from
  69114. * @param index The index to the array
  69115. * @returns The array item
  69116. */
  69117. static Get<T>(context: string, array: ArrayLike<T> | undefined, index: number | undefined): T;
  69118. /**
  69119. * Assign an `index` field to each item of the given array.
  69120. * @param array The array of items
  69121. */
  69122. static Assign(array?: BABYLON.GLTF2.Loader.IArrayItem[]): void;
  69123. }
  69124. /**
  69125. * The glTF 2.0 loader
  69126. */
  69127. export class GLTFLoader implements IGLTFLoader {
  69128. /** @hidden */
  69129. _completePromises: Promise<any>[];
  69130. private _disposed;
  69131. private _parent;
  69132. private _state;
  69133. private _extensions;
  69134. private _rootUrl;
  69135. private _fileName;
  69136. private _uniqueRootUrl;
  69137. private _gltf;
  69138. private _babylonScene;
  69139. private _rootBabylonMesh;
  69140. private _defaultBabylonMaterialData;
  69141. private _progressCallback?;
  69142. private _requests;
  69143. private static readonly _DefaultSampler;
  69144. private static _ExtensionNames;
  69145. private static _ExtensionFactories;
  69146. /**
  69147. * Registers a loader extension.
  69148. * @param name The name of the loader extension.
  69149. * @param factory The factory function that creates the loader extension.
  69150. */
  69151. static RegisterExtension(name: string, factory: (loader: GLTFLoader) => IGLTFLoaderExtension): void;
  69152. /**
  69153. * Unregisters a loader extension.
  69154. * @param name The name of the loader extenion.
  69155. * @returns A boolean indicating whether the extension has been unregistered
  69156. */
  69157. static UnregisterExtension(name: string): boolean;
  69158. /**
  69159. * Gets the loader state.
  69160. */
  69161. readonly state: Nullable<GLTFLoaderState>;
  69162. /**
  69163. * The glTF object parsed from the JSON.
  69164. */
  69165. readonly gltf: IGLTF;
  69166. /**
  69167. * The Babylon scene when loading the asset.
  69168. */
  69169. readonly babylonScene: Scene;
  69170. /**
  69171. * The root Babylon mesh when loading the asset.
  69172. */
  69173. readonly rootBabylonMesh: Mesh;
  69174. /** @hidden */
  69175. constructor(parent: GLTFFileLoader);
  69176. /** @hidden */
  69177. dispose(): void;
  69178. /** @hidden */
  69179. importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  69180. meshes: AbstractMesh[];
  69181. particleSystems: IParticleSystem[];
  69182. skeletons: Skeleton[];
  69183. animationGroups: AnimationGroup[];
  69184. }>;
  69185. /** @hidden */
  69186. loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  69187. private _loadAsync;
  69188. private _loadData;
  69189. private _setupData;
  69190. private _loadExtensions;
  69191. private _checkExtensions;
  69192. private _setState;
  69193. private _createRootNode;
  69194. /**
  69195. * Loads a glTF scene.
  69196. * @param context The context when loading the asset
  69197. * @param scene The glTF scene property
  69198. * @returns A promise that resolves when the load is complete
  69199. */
  69200. loadSceneAsync(context: string, scene: IScene): Promise<void>;
  69201. private _forEachPrimitive;
  69202. private _getMeshes;
  69203. private _getSkeletons;
  69204. private _getAnimationGroups;
  69205. private _startAnimations;
  69206. /**
  69207. * Loads a glTF node.
  69208. * @param context The context when loading the asset
  69209. * @param node The glTF node property
  69210. * @param assign A function called synchronously after parsing the glTF properties
  69211. * @returns A promise that resolves with the loaded Babylon mesh when the load is complete
  69212. */
  69213. loadNodeAsync(context: string, node: INode, assign?: (babylonTransformNode: TransformNode) => void): Promise<TransformNode>;
  69214. private _loadMeshAsync;
  69215. /**
  69216. * @hidden Define this method to modify the default behavior when loading data for mesh primitives.
  69217. * @param context The context when loading the asset
  69218. * @param name The mesh name when loading the asset
  69219. * @param node The glTF node when loading the asset
  69220. * @param mesh The glTF mesh when loading the asset
  69221. * @param primitive The glTF mesh primitive property
  69222. * @param assign A function called synchronously after parsing the glTF properties
  69223. * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
  69224. */
  69225. _loadMeshPrimitiveAsync(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
  69226. private _loadVertexDataAsync;
  69227. private _createMorphTargets;
  69228. private _loadMorphTargetsAsync;
  69229. private _loadMorphTargetVertexDataAsync;
  69230. private static _LoadTransform;
  69231. private _loadSkinAsync;
  69232. private _loadBones;
  69233. private _loadBone;
  69234. private _loadSkinInverseBindMatricesDataAsync;
  69235. private _updateBoneMatrices;
  69236. private _getNodeMatrix;
  69237. /**
  69238. * Loads a glTF camera.
  69239. * @param context The context when loading the asset
  69240. * @param camera The glTF camera property
  69241. * @param assign A function called synchronously after parsing the glTF properties
  69242. * @returns A promise that resolves with the loaded Babylon camera when the load is complete
  69243. */
  69244. loadCameraAsync(context: string, camera: ICamera, assign?: (babylonCamera: Camera) => void): Promise<Camera>;
  69245. private _loadAnimationsAsync;
  69246. /**
  69247. * Loads a glTF animation.
  69248. * @param context The context when loading the asset
  69249. * @param animation The glTF animation property
  69250. * @returns A promise that resolves with the loaded Babylon animation group when the load is complete
  69251. */
  69252. loadAnimationAsync(context: string, animation: IAnimation): Promise<AnimationGroup>;
  69253. /**
  69254. * @hidden Loads a glTF animation channel.
  69255. * @param context The context when loading the asset
  69256. * @param animationContext The context of the animation when loading the asset
  69257. * @param animation The glTF animation property
  69258. * @param channel The glTF animation channel property
  69259. * @param babylonAnimationGroup The babylon animation group property
  69260. * @param animationTargetOverride The babylon animation channel target override property. My be null.
  69261. * @returns A void promise when the channel load is complete
  69262. */
  69263. _loadAnimationChannelAsync(context: string, animationContext: string, animation: IAnimation, channel: IAnimationChannel, babylonAnimationGroup: AnimationGroup, animationTargetOverride?: Nullable<IAnimatable>): Promise<void>;
  69264. private _loadAnimationSamplerAsync;
  69265. private _loadBufferAsync;
  69266. /**
  69267. * Loads a glTF buffer view.
  69268. * @param context The context when loading the asset
  69269. * @param bufferView The glTF buffer view property
  69270. * @returns A promise that resolves with the loaded data when the load is complete
  69271. */
  69272. loadBufferViewAsync(context: string, bufferView: IBufferView): Promise<ArrayBufferView>;
  69273. private _loadAccessorAsync;
  69274. private _loadFloatAccessorAsync;
  69275. private _loadIndicesAccessorAsync;
  69276. private _loadVertexBufferViewAsync;
  69277. private _loadVertexAccessorAsync;
  69278. private _loadMaterialMetallicRoughnessPropertiesAsync;
  69279. /** @hidden */
  69280. _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign?: (babylonMaterial: Material) => void): Promise<Material>;
  69281. private _createDefaultMaterial;
  69282. /**
  69283. * Creates a Babylon material from a glTF material.
  69284. * @param context The context when loading the asset
  69285. * @param material The glTF material property
  69286. * @param babylonDrawMode The draw mode for the Babylon material
  69287. * @returns The Babylon material
  69288. */
  69289. createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Material;
  69290. /**
  69291. * Loads properties from a glTF material into a Babylon material.
  69292. * @param context The context when loading the asset
  69293. * @param material The glTF material property
  69294. * @param babylonMaterial The Babylon material
  69295. * @returns A promise that resolves when the load is complete
  69296. */
  69297. loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
  69298. /**
  69299. * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.
  69300. * @param context The context when loading the asset
  69301. * @param material The glTF material property
  69302. * @param babylonMaterial The Babylon material
  69303. * @returns A promise that resolves when the load is complete
  69304. */
  69305. loadMaterialBasePropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
  69306. /**
  69307. * Loads the alpha properties from a glTF material into a Babylon material.
  69308. * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.
  69309. * @param context The context when loading the asset
  69310. * @param material The glTF material property
  69311. * @param babylonMaterial The Babylon material
  69312. */
  69313. loadMaterialAlphaProperties(context: string, material: IMaterial, babylonMaterial: Material): void;
  69314. /**
  69315. * Loads a glTF texture info.
  69316. * @param context The context when loading the asset
  69317. * @param textureInfo The glTF texture info property
  69318. * @param assign A function called synchronously after parsing the glTF properties
  69319. * @returns A promise that resolves with the loaded Babylon texture when the load is complete
  69320. */
  69321. loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
  69322. private _loadTextureAsync;
  69323. private _loadSampler;
  69324. /**
  69325. * Loads a glTF image.
  69326. * @param context The context when loading the asset
  69327. * @param image The glTF image property
  69328. * @returns A promise that resolves with the loaded data when the load is complete
  69329. */
  69330. loadImageAsync(context: string, image: IImage): Promise<ArrayBufferView>;
  69331. /**
  69332. * Loads a glTF uri.
  69333. * @param context The context when loading the asset
  69334. * @param property The glTF property associated with the uri
  69335. * @param uri The base64 or relative uri
  69336. * @returns A promise that resolves with the loaded data when the load is complete
  69337. */
  69338. loadUriAsync(context: string, property: IProperty, uri: string): Promise<ArrayBufferView>;
  69339. private _onProgress;
  69340. /**
  69341. * Adds a JSON pointer to the metadata of the Babylon object at `<object>.metadata.gltf.pointers`.
  69342. * @param babylonObject the Babylon object with metadata
  69343. * @param pointer the JSON pointer
  69344. */
  69345. static AddPointerMetadata(babylonObject: {
  69346. metadata: any;
  69347. }, pointer: string): void;
  69348. private static _GetTextureWrapMode;
  69349. private static _GetTextureSamplingMode;
  69350. private static _GetTypedArrayConstructor;
  69351. private static _GetTypedArray;
  69352. private static _GetNumComponents;
  69353. private static _ValidateUri;
  69354. private static _GetDrawMode;
  69355. private _compileMaterialsAsync;
  69356. private _compileShadowGeneratorsAsync;
  69357. private _forEachExtensions;
  69358. private _applyExtensions;
  69359. private _extensionsOnLoading;
  69360. private _extensionsOnReady;
  69361. private _extensionsLoadSceneAsync;
  69362. private _extensionsLoadNodeAsync;
  69363. private _extensionsLoadCameraAsync;
  69364. private _extensionsLoadVertexDataAsync;
  69365. private _extensionsLoadMeshPrimitiveAsync;
  69366. private _extensionsLoadMaterialAsync;
  69367. private _extensionsCreateMaterial;
  69368. private _extensionsLoadMaterialPropertiesAsync;
  69369. private _extensionsLoadTextureInfoAsync;
  69370. private _extensionsLoadAnimationAsync;
  69371. private _extensionsLoadSkinAsync;
  69372. private _extensionsLoadUriAsync;
  69373. private _extensionsLoadBufferViewAsync;
  69374. /**
  69375. * Helper method called by a loader extension to load an glTF extension.
  69376. * @param context The context when loading the asset
  69377. * @param property The glTF property to load the extension from
  69378. * @param extensionName The name of the extension to load
  69379. * @param actionAsync The action to run
  69380. * @returns The promise returned by actionAsync or null if the extension does not exist
  69381. */
  69382. static LoadExtensionAsync<TExtension = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
  69383. /**
  69384. * Helper method called by a loader extension to load a glTF extra.
  69385. * @param context The context when loading the asset
  69386. * @param property The glTF property to load the extra from
  69387. * @param extensionName The name of the extension to load
  69388. * @param actionAsync The action to run
  69389. * @returns The promise returned by actionAsync or null if the extra does not exist
  69390. */
  69391. static LoadExtraAsync<TExtra = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
  69392. /**
  69393. * Increments the indentation level and logs a message.
  69394. * @param message The message to log
  69395. */
  69396. logOpen(message: string): void;
  69397. /**
  69398. * Decrements the indentation level.
  69399. */
  69400. logClose(): void;
  69401. /**
  69402. * Logs a message
  69403. * @param message The message to log
  69404. */
  69405. log(message: string): void;
  69406. /**
  69407. * Starts a performance counter.
  69408. * @param counterName The name of the performance counter
  69409. */
  69410. startPerformanceCounter(counterName: string): void;
  69411. /**
  69412. * Ends a performance counter.
  69413. * @param counterName The name of the performance counter
  69414. */
  69415. endPerformanceCounter(counterName: string): void;
  69416. }
  69417. }
  69418. declare module BABYLON.GLTF2.Loader.Extensions {
  69419. /**
  69420. * [Specification](https://github.com/KhronosGroup/glTF/blob/eb3e32332042e04691a5f35103f8c261e50d8f1e/extensions/2.0/Khronos/EXT_lights_image_based/README.md) (Experimental)
  69421. */
  69422. export class EXT_lights_image_based implements IGLTFLoaderExtension {
  69423. /** The name of this extension. */
  69424. readonly name: string;
  69425. /** Defines whether this extension is enabled. */
  69426. enabled: boolean;
  69427. private _loader;
  69428. private _lights?;
  69429. /** @hidden */
  69430. constructor(loader: GLTFLoader);
  69431. /** @hidden */
  69432. dispose(): void;
  69433. /** @hidden */
  69434. onLoading(): void;
  69435. /** @hidden */
  69436. loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
  69437. private _loadLightAsync;
  69438. }
  69439. }
  69440. declare module BABYLON.GLTF2.Loader.Extensions {
  69441. /**
  69442. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
  69443. */
  69444. export class KHR_draco_mesh_compression implements IGLTFLoaderExtension {
  69445. /** The name of this extension. */
  69446. readonly name: string;
  69447. /** The draco compression used to decode vertex data or DracoCompression.Default if not defined */
  69448. dracoCompression?: DracoCompression;
  69449. /** Defines whether this extension is enabled. */
  69450. enabled: boolean;
  69451. private _loader;
  69452. /** @hidden */
  69453. constructor(loader: GLTFLoader);
  69454. /** @hidden */
  69455. dispose(): void;
  69456. /** @hidden */
  69457. _loadVertexDataAsync(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
  69458. }
  69459. }
  69460. declare module BABYLON.GLTF2.Loader.Extensions {
  69461. /**
  69462. * [Specification](https://github.com/KhronosGroup/glTF/blob/1048d162a44dbcb05aefc1874bfd423cf60135a6/extensions/2.0/Khronos/KHR_lights_punctual/README.md) (Experimental)
  69463. */
  69464. export class KHR_lights implements IGLTFLoaderExtension {
  69465. /** The name of this extension. */
  69466. readonly name: string;
  69467. /** Defines whether this extension is enabled. */
  69468. enabled: boolean;
  69469. private _loader;
  69470. private _lights?;
  69471. /** @hidden */
  69472. constructor(loader: GLTFLoader);
  69473. /** @hidden */
  69474. dispose(): void;
  69475. /** @hidden */
  69476. onLoading(): void;
  69477. /** @hidden */
  69478. loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
  69479. }
  69480. }
  69481. declare module BABYLON.GLTF2.Loader.Extensions {
  69482. /**
  69483. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
  69484. */
  69485. export class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtension {
  69486. /** The name of this extension. */
  69487. readonly name: string;
  69488. /** Defines whether this extension is enabled. */
  69489. enabled: boolean;
  69490. private _loader;
  69491. /** @hidden */
  69492. constructor(loader: GLTFLoader);
  69493. /** @hidden */
  69494. dispose(): void;
  69495. /** @hidden */
  69496. loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
  69497. private _loadSpecularGlossinessPropertiesAsync;
  69498. }
  69499. }
  69500. declare module BABYLON.GLTF2.Loader.Extensions {
  69501. /**
  69502. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
  69503. */
  69504. export class KHR_materials_unlit implements IGLTFLoaderExtension {
  69505. /** The name of this extension. */
  69506. readonly name: string;
  69507. /** Defines whether this extension is enabled. */
  69508. enabled: boolean;
  69509. private _loader;
  69510. /** @hidden */
  69511. constructor(loader: GLTFLoader);
  69512. /** @hidden */
  69513. dispose(): void;
  69514. /** @hidden */
  69515. loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
  69516. private _loadUnlitPropertiesAsync;
  69517. }
  69518. }
  69519. declare module BABYLON.GLTF2.Loader.Extensions {
  69520. /**
  69521. * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform/README.md)
  69522. */
  69523. export class KHR_texture_transform implements IGLTFLoaderExtension {
  69524. /** The name of this extension. */
  69525. readonly name: string;
  69526. /** Defines whether this extension is enabled. */
  69527. enabled: boolean;
  69528. private _loader;
  69529. /** @hidden */
  69530. constructor(loader: GLTFLoader);
  69531. /** @hidden */
  69532. dispose(): void;
  69533. /** @hidden */
  69534. loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
  69535. }
  69536. }
  69537. declare module BABYLON.GLTF2.Loader.Extensions {
  69538. /**
  69539. * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
  69540. */
  69541. export class MSFT_audio_emitter implements IGLTFLoaderExtension {
  69542. /** The name of this extension. */
  69543. readonly name: string;
  69544. /** Defines whether this extension is enabled. */
  69545. enabled: boolean;
  69546. private _loader;
  69547. private _clips;
  69548. private _emitters;
  69549. /** @hidden */
  69550. constructor(loader: GLTFLoader);
  69551. /** @hidden */
  69552. dispose(): void;
  69553. /** @hidden */
  69554. onLoading(): void;
  69555. /** @hidden */
  69556. loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
  69557. /** @hidden */
  69558. loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
  69559. /** @hidden */
  69560. loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
  69561. private _loadClipAsync;
  69562. private _loadEmitterAsync;
  69563. private _getEventAction;
  69564. private _loadAnimationEventAsync;
  69565. }
  69566. }
  69567. declare module BABYLON.GLTF2.Loader.Extensions {
  69568. /**
  69569. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
  69570. */
  69571. export class MSFT_lod implements IGLTFLoaderExtension {
  69572. /** The name of this extension. */
  69573. readonly name: string;
  69574. /** Defines whether this extension is enabled. */
  69575. enabled: boolean;
  69576. /**
  69577. * Maximum number of LODs to load, starting from the lowest LOD.
  69578. */
  69579. maxLODsToLoad: number;
  69580. /**
  69581. * Observable raised when all node LODs of one level are loaded.
  69582. * The event data is the index of the loaded LOD starting from zero.
  69583. * Dispose the loader to cancel the loading of the next level of LODs.
  69584. */
  69585. onNodeLODsLoadedObservable: Observable<number>;
  69586. /**
  69587. * Observable raised when all material LODs of one level are loaded.
  69588. * The event data is the index of the loaded LOD starting from zero.
  69589. * Dispose the loader to cancel the loading of the next level of LODs.
  69590. */
  69591. onMaterialLODsLoadedObservable: Observable<number>;
  69592. private _loader;
  69593. private _nodeIndexLOD;
  69594. private _nodeSignalLODs;
  69595. private _nodePromiseLODs;
  69596. private _materialIndexLOD;
  69597. private _materialSignalLODs;
  69598. private _materialPromiseLODs;
  69599. /** @hidden */
  69600. constructor(loader: GLTFLoader);
  69601. /** @hidden */
  69602. dispose(): void;
  69603. /** @hidden */
  69604. onReady(): void;
  69605. /** @hidden */
  69606. loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
  69607. /** @hidden */
  69608. _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
  69609. /** @hidden */
  69610. _loadUriAsync(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
  69611. /**
  69612. * Gets an array of LOD properties from lowest to highest.
  69613. */
  69614. private _getLODs;
  69615. private _disposeUnusedMaterials;
  69616. }
  69617. }
  69618. declare module BABYLON.GLTF2.Loader.Extensions {
  69619. /** @hidden */
  69620. export class MSFT_minecraftMesh implements IGLTFLoaderExtension {
  69621. readonly name: string;
  69622. enabled: boolean;
  69623. private _loader;
  69624. constructor(loader: GLTFLoader);
  69625. dispose(): void;
  69626. loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
  69627. }
  69628. }
  69629. declare module BABYLON.GLTF2.Loader.Extensions {
  69630. /** @hidden */
  69631. export class MSFT_sRGBFactors implements IGLTFLoaderExtension {
  69632. readonly name: string;
  69633. enabled: boolean;
  69634. private _loader;
  69635. constructor(loader: GLTFLoader);
  69636. dispose(): void;
  69637. loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
  69638. }
  69639. }
  69640. declare module BABYLON.GLTF2.Loader.Extensions {
  69641. /**
  69642. * Store glTF extras (if present) in BJS objects' metadata
  69643. */
  69644. export class ExtrasAsMetadata implements IGLTFLoaderExtension {
  69645. /** The name of this extension. */
  69646. readonly name: string;
  69647. /** Defines whether this extension is enabled. */
  69648. enabled: boolean;
  69649. private _loader;
  69650. private _assignExtras;
  69651. /** @hidden */
  69652. constructor(loader: GLTFLoader);
  69653. /** @hidden */
  69654. dispose(): void;
  69655. /** @hidden */
  69656. loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
  69657. /** @hidden */
  69658. loadCameraAsync(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
  69659. /** @hidden */
  69660. createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
  69661. }
  69662. }
  69663. declare module BABYLON {
  69664. /**
  69665. * Class reading and parsing the MTL file bundled with the obj file.
  69666. */
  69667. export class MTLFileLoader {
  69668. /**
  69669. * All material loaded from the mtl will be set here
  69670. */
  69671. materials: StandardMaterial[];
  69672. /**
  69673. * This function will read the mtl file and create each material described inside
  69674. * This function could be improve by adding :
  69675. * -some component missing (Ni, Tf...)
  69676. * -including the specific options available
  69677. *
  69678. * @param scene defines the scene the material will be created in
  69679. * @param data defines the mtl data to parse
  69680. * @param rootUrl defines the rooturl to use in order to load relative dependencies
  69681. */
  69682. parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string): void;
  69683. /**
  69684. * Gets the texture for the material.
  69685. *
  69686. * If the material is imported from input file,
  69687. * We sanitize the url to ensure it takes the textre from aside the material.
  69688. *
  69689. * @param rootUrl The root url to load from
  69690. * @param value The value stored in the mtl
  69691. * @return The Texture
  69692. */
  69693. private static _getTexture;
  69694. }
  69695. /**
  69696. * Options for loading OBJ/MTL files
  69697. */
  69698. type MeshLoadOptions = {
  69699. /**
  69700. * Defines if UVs are optimized by default during load.
  69701. */
  69702. OptimizeWithUV: boolean;
  69703. /**
  69704. * Defines custom scaling of UV coordinates of loaded meshes.
  69705. */
  69706. UVScaling: Vector2;
  69707. /**
  69708. * Invert model on y-axis (does a model scaling inversion)
  69709. */
  69710. InvertY: boolean;
  69711. /**
  69712. * Invert Y-Axis of referenced textures on load
  69713. */
  69714. InvertTextureY: boolean;
  69715. /**
  69716. * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
  69717. */
  69718. ImportVertexColors: boolean;
  69719. /**
  69720. * Compute the normals for the model, even if normals are present in the file.
  69721. */
  69722. ComputeNormals: boolean;
  69723. /**
  69724. * Skip loading the materials even if defined in the OBJ file (materials are ignored).
  69725. */
  69726. SkipMaterials: boolean;
  69727. /**
  69728. * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
  69729. */
  69730. MaterialLoadingFailsSilently: boolean;
  69731. };
  69732. /**
  69733. * OBJ file type loader.
  69734. * This is a babylon scene loader plugin.
  69735. */
  69736. export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
  69737. /**
  69738. * Defines if UVs are optimized by default during load.
  69739. */
  69740. static OPTIMIZE_WITH_UV: boolean;
  69741. /**
  69742. * Invert model on y-axis (does a model scaling inversion)
  69743. */
  69744. static INVERT_Y: boolean;
  69745. /**
  69746. * Invert Y-Axis of referenced textures on load
  69747. */
  69748. static INVERT_TEXTURE_Y: boolean;
  69749. /**
  69750. * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
  69751. */
  69752. static IMPORT_VERTEX_COLORS: boolean;
  69753. /**
  69754. * Compute the normals for the model, even if normals are present in the file.
  69755. */
  69756. static COMPUTE_NORMALS: boolean;
  69757. /**
  69758. * Defines custom scaling of UV coordinates of loaded meshes.
  69759. */
  69760. static UV_SCALING: Vector2;
  69761. /**
  69762. * Skip loading the materials even if defined in the OBJ file (materials are ignored).
  69763. */
  69764. static SKIP_MATERIALS: boolean;
  69765. /**
  69766. * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
  69767. *
  69768. * Defaults to true for backwards compatibility.
  69769. */
  69770. static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
  69771. /**
  69772. * Defines the name of the plugin.
  69773. */
  69774. name: string;
  69775. /**
  69776. * Defines the extension the plugin is able to load.
  69777. */
  69778. extensions: string;
  69779. /** @hidden */
  69780. obj: RegExp;
  69781. /** @hidden */
  69782. group: RegExp;
  69783. /** @hidden */
  69784. mtllib: RegExp;
  69785. /** @hidden */
  69786. usemtl: RegExp;
  69787. /** @hidden */
  69788. smooth: RegExp;
  69789. /** @hidden */
  69790. vertexPattern: RegExp;
  69791. /** @hidden */
  69792. normalPattern: RegExp;
  69793. /** @hidden */
  69794. uvPattern: RegExp;
  69795. /** @hidden */
  69796. facePattern1: RegExp;
  69797. /** @hidden */
  69798. facePattern2: RegExp;
  69799. /** @hidden */
  69800. facePattern3: RegExp;
  69801. /** @hidden */
  69802. facePattern4: RegExp;
  69803. /** @hidden */
  69804. facePattern5: RegExp;
  69805. private _meshLoadOptions;
  69806. /**
  69807. * Creates loader for .OBJ files
  69808. *
  69809. * @param meshLoadOptions options for loading and parsing OBJ/MTL files.
  69810. */
  69811. constructor(meshLoadOptions?: MeshLoadOptions);
  69812. private static readonly currentMeshLoadOptions;
  69813. /**
  69814. * Calls synchronously the MTL file attached to this obj.
  69815. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  69816. * Without this function materials are not displayed in the first frame (but displayed after).
  69817. * In consequence it is impossible to get material information in your HTML file
  69818. *
  69819. * @param url The URL of the MTL file
  69820. * @param rootUrl
  69821. * @param onSuccess Callback function to be called when the MTL file is loaded
  69822. * @private
  69823. */
  69824. private _loadMTL;
  69825. /**
  69826. * Instantiates a OBJ file loader plugin.
  69827. * @returns the created plugin
  69828. */
  69829. createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
  69830. /**
  69831. * If the data string can be loaded directly.
  69832. *
  69833. * @param data string containing the file data
  69834. * @returns if the data can be loaded directly
  69835. */
  69836. canDirectLoad(data: string): boolean;
  69837. /**
  69838. * Imports one or more meshes from the loaded OBJ data and adds them to the scene
  69839. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  69840. * @param scene the scene the meshes should be added to
  69841. * @param data the OBJ data to load
  69842. * @param rootUrl root url to load from
  69843. * @param onProgress event that fires when loading progress has occured
  69844. * @param fileName Defines the name of the file to load
  69845. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  69846. */
  69847. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  69848. meshes: AbstractMesh[];
  69849. particleSystems: IParticleSystem[];
  69850. skeletons: Skeleton[];
  69851. animationGroups: AnimationGroup[];
  69852. }>;
  69853. /**
  69854. * Imports all objects from the loaded OBJ data and adds them to the scene
  69855. * @param scene the scene the objects should be added to
  69856. * @param data the OBJ data to load
  69857. * @param rootUrl root url to load from
  69858. * @param onProgress event that fires when loading progress has occured
  69859. * @param fileName Defines the name of the file to load
  69860. * @returns a promise which completes when objects have been loaded to the scene
  69861. */
  69862. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  69863. /**
  69864. * Load into an asset container.
  69865. * @param scene The scene to load into
  69866. * @param data The data to import
  69867. * @param rootUrl The root url for scene and resources
  69868. * @param onProgress The callback when the load progresses
  69869. * @param fileName Defines the name of the file to load
  69870. * @returns The loaded asset container
  69871. */
  69872. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  69873. /**
  69874. * Read the OBJ file and create an Array of meshes.
  69875. * Each mesh contains all information given by the OBJ and the MTL file.
  69876. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  69877. *
  69878. * @param meshesNames
  69879. * @param scene Scene The scene where are displayed the data
  69880. * @param data String The content of the obj file
  69881. * @param rootUrl String The path to the folder
  69882. * @returns Array<AbstractMesh>
  69883. * @private
  69884. */
  69885. private _parseSolid;
  69886. }
  69887. }
  69888. declare module BABYLON {
  69889. /**
  69890. * STL file type loader.
  69891. * This is a babylon scene loader plugin.
  69892. */
  69893. export class STLFileLoader implements ISceneLoaderPlugin {
  69894. /** @hidden */
  69895. solidPattern: RegExp;
  69896. /** @hidden */
  69897. facetsPattern: RegExp;
  69898. /** @hidden */
  69899. normalPattern: RegExp;
  69900. /** @hidden */
  69901. vertexPattern: RegExp;
  69902. /**
  69903. * Defines the name of the plugin.
  69904. */
  69905. name: string;
  69906. /**
  69907. * Defines the extensions the stl loader is able to load.
  69908. * force data to come in as an ArrayBuffer
  69909. * we'll convert to string if it looks like it's an ASCII .stl
  69910. */
  69911. extensions: ISceneLoaderPluginExtensions;
  69912. /**
  69913. * Import meshes into a scene.
  69914. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  69915. * @param scene The scene to import into
  69916. * @param data The data to import
  69917. * @param rootUrl The root url for scene and resources
  69918. * @param meshes The meshes array to import into
  69919. * @param particleSystems The particle systems array to import into
  69920. * @param skeletons The skeletons array to import into
  69921. * @param onError The callback when import fails
  69922. * @returns True if successful or false otherwise
  69923. */
  69924. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): boolean;
  69925. /**
  69926. * Load into a scene.
  69927. * @param scene The scene to load into
  69928. * @param data The data to import
  69929. * @param rootUrl The root url for scene and resources
  69930. * @param onError The callback when import fails
  69931. * @returns true if successful or false otherwise
  69932. */
  69933. load(scene: Scene, data: any, rootUrl: string): boolean;
  69934. /**
  69935. * Load into an asset container.
  69936. * @param scene The scene to load into
  69937. * @param data The data to import
  69938. * @param rootUrl The root url for scene and resources
  69939. * @param onError The callback when import fails
  69940. * @returns The loaded asset container
  69941. */
  69942. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  69943. private _isBinary;
  69944. private _parseBinary;
  69945. private _parseASCII;
  69946. }
  69947. }
  69948. declare module BABYLON {
  69949. /**
  69950. * Class for generating OBJ data from a Babylon scene.
  69951. */
  69952. export class OBJExport {
  69953. /**
  69954. * Exports the geometry of a Mesh array in .OBJ file format (text)
  69955. * @param mesh defines the list of meshes to serialize
  69956. * @param materials defines if materials should be exported
  69957. * @param matlibname defines the name of the associated mtl file
  69958. * @param globalposition defines if the exported positions are globals or local to the exported mesh
  69959. * @returns the OBJ content
  69960. */
  69961. static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
  69962. /**
  69963. * Exports the material(s) of a mesh in .MTL file format (text)
  69964. * @param mesh defines the mesh to extract the material from
  69965. * @returns the mtl content
  69966. */
  69967. static MTL(mesh: Mesh): string;
  69968. }
  69969. }
  69970. declare module BABYLON {
  69971. /** @hidden */
  69972. export var __IGLTFExporterExtension: number;
  69973. /**
  69974. * Interface for extending the exporter
  69975. * @hidden
  69976. */
  69977. export interface IGLTFExporterExtension {
  69978. /**
  69979. * The name of this extension
  69980. */
  69981. readonly name: string;
  69982. /**
  69983. * Defines whether this extension is enabled
  69984. */
  69985. enabled: boolean;
  69986. /**
  69987. * Defines whether this extension is required
  69988. */
  69989. required: boolean;
  69990. }
  69991. }
  69992. declare module BABYLON.GLTF2.Exporter {
  69993. /** @hidden */
  69994. export var __IGLTFExporterExtensionV2: number;
  69995. /**
  69996. * Interface for a glTF exporter extension
  69997. * @hidden
  69998. */
  69999. export interface IGLTFExporterExtensionV2 extends IGLTFExporterExtension, IDisposable {
  70000. /**
  70001. * Define this method to modify the default behavior before exporting a texture
  70002. * @param context The context when loading the asset
  70003. * @param babylonTexture The glTF texture info property
  70004. * @param mimeType The mime-type of the generated image
  70005. * @returns A promise that resolves with the exported glTF texture info when the export is complete, or null if not handled
  70006. */
  70007. preExportTextureAsync?(context: string, babylonTexture: Texture, mimeType: ImageMimeType): Nullable<Promise<Texture>>;
  70008. /**
  70009. * Define this method to modify the default behavior when exporting texture info
  70010. * @param context The context when loading the asset
  70011. * @param meshPrimitive glTF mesh primitive
  70012. * @param babylonSubMesh Babylon submesh
  70013. * @param binaryWriter glTF serializer binary writer instance
  70014. * @returns nullable IMeshPrimitive promise
  70015. */
  70016. postExportMeshPrimitiveAsync?(context: string, meshPrimitive: IMeshPrimitive, babylonSubMesh: SubMesh, binaryWriter: _BinaryWriter): Nullable<Promise<IMeshPrimitive>>;
  70017. /**
  70018. * Define this method to modify the default behavior when exporting a node
  70019. * @param context The context when exporting the node
  70020. * @param node glTF node
  70021. * @param babylonNode BabylonJS node
  70022. * @returns nullable INode promise
  70023. */
  70024. postExportNodeAsync?(context: string, node: INode, babylonNode: Node): Nullable<Promise<INode>>;
  70025. /**
  70026. * Called after the exporter state changes to EXPORTING
  70027. */
  70028. onExporting?(): void;
  70029. }
  70030. }
  70031. declare module BABYLON.GLTF2.Exporter {
  70032. /**
  70033. * Utility methods for working with glTF material conversion properties. This class should only be used internally
  70034. * @hidden
  70035. */
  70036. export class _GLTFMaterialExporter {
  70037. /**
  70038. * Represents the dielectric specular values for R, G and B
  70039. */
  70040. private static readonly _DielectricSpecular;
  70041. /**
  70042. * Allows the maximum specular power to be defined for material calculations
  70043. */
  70044. private static readonly _MaxSpecularPower;
  70045. /**
  70046. * Mapping to store textures
  70047. */
  70048. private _textureMap;
  70049. /**
  70050. * Numeric tolerance value
  70051. */
  70052. private static readonly _Epsilon;
  70053. /**
  70054. * Reference to the glTF Exporter
  70055. */
  70056. private _exporter;
  70057. constructor(exporter: _Exporter);
  70058. /**
  70059. * Specifies if two colors are approximately equal in value
  70060. * @param color1 first color to compare to
  70061. * @param color2 second color to compare to
  70062. * @param epsilon threshold value
  70063. */
  70064. private static FuzzyEquals;
  70065. /**
  70066. * Gets the materials from a Babylon scene and converts them to glTF materials
  70067. * @param scene babylonjs scene
  70068. * @param mimeType texture mime type
  70069. * @param images array of images
  70070. * @param textures array of textures
  70071. * @param materials array of materials
  70072. * @param imageData mapping of texture names to base64 textures
  70073. * @param hasTextureCoords specifies if texture coordinates are present on the material
  70074. */
  70075. _convertMaterialsToGLTFAsync(babylonMaterials: Material[], mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
  70076. /**
  70077. * Makes a copy of the glTF material without the texture parameters
  70078. * @param originalMaterial original glTF material
  70079. * @returns glTF material without texture parameters
  70080. */
  70081. _stripTexturesFromMaterial(originalMaterial: IMaterial): IMaterial;
  70082. /**
  70083. * Specifies if the material has any texture parameters present
  70084. * @param material glTF Material
  70085. * @returns boolean specifying if texture parameters are present
  70086. */
  70087. _hasTexturesPresent(material: IMaterial): boolean;
  70088. /**
  70089. * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material
  70090. * @param babylonStandardMaterial
  70091. * @returns glTF Metallic Roughness Material representation
  70092. */
  70093. _convertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
  70094. /**
  70095. * Computes the metallic factor
  70096. * @param diffuse diffused value
  70097. * @param specular specular value
  70098. * @param oneMinusSpecularStrength one minus the specular strength
  70099. * @returns metallic value
  70100. */
  70101. static _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
  70102. /**
  70103. * Sets the glTF alpha mode to a glTF material from the Babylon Material
  70104. * @param glTFMaterial glTF material
  70105. * @param babylonMaterial Babylon material
  70106. */
  70107. private static _SetAlphaMode;
  70108. /**
  70109. * Converts a Babylon Standard Material to a glTF Material
  70110. * @param babylonStandardMaterial BJS Standard Material
  70111. * @param mimeType mime type to use for the textures
  70112. * @param images array of glTF image interfaces
  70113. * @param textures array of glTF texture interfaces
  70114. * @param materials array of glTF material interfaces
  70115. * @param imageData map of image file name to data
  70116. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  70117. */
  70118. _convertStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
  70119. /**
  70120. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
  70121. * @param babylonPBRMetalRoughMaterial BJS PBR Metallic Roughness Material
  70122. * @param mimeType mime type to use for the textures
  70123. * @param images array of glTF image interfaces
  70124. * @param textures array of glTF texture interfaces
  70125. * @param materials array of glTF material interfaces
  70126. * @param imageData map of image file name to data
  70127. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  70128. */
  70129. _convertPBRMetallicRoughnessMaterialAsync(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
  70130. /**
  70131. * Converts an image typed array buffer to a base64 image
  70132. * @param buffer typed array buffer
  70133. * @param width width of the image
  70134. * @param height height of the image
  70135. * @param mimeType mimetype of the image
  70136. * @returns base64 image string
  70137. */
  70138. private _createBase64FromCanvasAsync;
  70139. /**
  70140. * Generates a white texture based on the specified width and height
  70141. * @param width width of the texture in pixels
  70142. * @param height height of the texture in pixels
  70143. * @param scene babylonjs scene
  70144. * @returns white texture
  70145. */
  70146. private _createWhiteTexture;
  70147. /**
  70148. * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null
  70149. * @param texture1 first texture to resize
  70150. * @param texture2 second texture to resize
  70151. * @param scene babylonjs scene
  70152. * @returns resized textures or null
  70153. */
  70154. private _resizeTexturesToSameDimensions;
  70155. /**
  70156. * Converts an array of pixels to a Float32Array
  70157. * Throws an error if the pixel format is not supported
  70158. * @param pixels - array buffer containing pixel values
  70159. * @returns Float32 of pixels
  70160. */
  70161. private _convertPixelArrayToFloat32;
  70162. /**
  70163. * Convert Specular Glossiness Textures to Metallic Roughness
  70164. * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness
  70165. * @link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
  70166. * @param diffuseTexture texture used to store diffuse information
  70167. * @param specularGlossinessTexture texture used to store specular and glossiness information
  70168. * @param factors specular glossiness material factors
  70169. * @param mimeType the mime type to use for the texture
  70170. * @returns pbr metallic roughness interface or null
  70171. */
  70172. private _convertSpecularGlossinessTexturesToMetallicRoughnessAsync;
  70173. /**
  70174. * Converts specular glossiness material properties to metallic roughness
  70175. * @param specularGlossiness interface with specular glossiness material properties
  70176. * @returns interface with metallic roughness material properties
  70177. */
  70178. private _convertSpecularGlossinessToMetallicRoughness;
  70179. /**
  70180. * Calculates the surface reflectance, independent of lighting conditions
  70181. * @param color Color source to calculate brightness from
  70182. * @returns number representing the perceived brightness, or zero if color is undefined
  70183. */
  70184. private _getPerceivedBrightness;
  70185. /**
  70186. * Returns the maximum color component value
  70187. * @param color
  70188. * @returns maximum color component value, or zero if color is null or undefined
  70189. */
  70190. private _getMaxComponent;
  70191. /**
  70192. * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors
  70193. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  70194. * @param mimeType mime type to use for the textures
  70195. * @param images array of glTF image interfaces
  70196. * @param textures array of glTF texture interfaces
  70197. * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
  70198. * @param imageData map of image file name to data
  70199. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  70200. * @returns glTF PBR Metallic Roughness factors
  70201. */
  70202. private _convertMetalRoughFactorsToMetallicRoughnessAsync;
  70203. private _getGLTFTextureSampler;
  70204. private _getGLTFTextureWrapMode;
  70205. private _getGLTFTextureWrapModesSampler;
  70206. /**
  70207. * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors
  70208. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  70209. * @param mimeType mime type to use for the textures
  70210. * @param images array of glTF image interfaces
  70211. * @param textures array of glTF texture interfaces
  70212. * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
  70213. * @param imageData map of image file name to data
  70214. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  70215. * @returns glTF PBR Metallic Roughness factors
  70216. */
  70217. private _convertSpecGlossFactorsToMetallicRoughnessAsync;
  70218. /**
  70219. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
  70220. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  70221. * @param mimeType mime type to use for the textures
  70222. * @param images array of glTF image interfaces
  70223. * @param textures array of glTF texture interfaces
  70224. * @param materials array of glTF material interfaces
  70225. * @param imageData map of image file name to data
  70226. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  70227. */
  70228. _convertPBRMaterialAsync(babylonPBRMaterial: PBRMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
  70229. private setMetallicRoughnessPbrMaterial;
  70230. private getPixelsFromTexture;
  70231. /**
  70232. * Extracts a texture from a Babylon texture into file data and glTF data
  70233. * @param babylonTexture Babylon texture to extract
  70234. * @param mimeType Mime Type of the babylonTexture
  70235. * @return glTF texture info, or null if the texture format is not supported
  70236. */
  70237. _exportTextureAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>>;
  70238. _exportTextureInfoAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>>;
  70239. /**
  70240. * Builds a texture from base64 string
  70241. * @param base64Texture base64 texture string
  70242. * @param baseTextureName Name to use for the texture
  70243. * @param mimeType image mime type for the texture
  70244. * @param images array of images
  70245. * @param textures array of textures
  70246. * @param imageData map of image data
  70247. * @returns glTF texture info, or null if the texture format is not supported
  70248. */
  70249. private _getTextureInfoFromBase64;
  70250. }
  70251. }
  70252. declare module BABYLON {
  70253. /**
  70254. * Class for holding and downloading glTF file data
  70255. */
  70256. export class GLTFData {
  70257. /**
  70258. * Object which contains the file name as the key and its data as the value
  70259. */
  70260. glTFFiles: {
  70261. [fileName: string]: string | Blob;
  70262. };
  70263. /**
  70264. * Initializes the glTF file object
  70265. */
  70266. constructor();
  70267. /**
  70268. * Downloads the glTF data as files based on their names and data
  70269. */
  70270. downloadFiles(): void;
  70271. }
  70272. }
  70273. declare module BABYLON {
  70274. /**
  70275. * Holds a collection of exporter options and parameters
  70276. */
  70277. export interface IExportOptions {
  70278. /**
  70279. * Function which indicates whether a babylon node should be exported or not
  70280. * @param node source Babylon node. It is used to check whether it should be exported to glTF or not
  70281. * @returns boolean, which indicates whether the node should be exported (true) or not (false)
  70282. */
  70283. shouldExportNode?(node: Node): boolean;
  70284. /**
  70285. * Function used to extract the part of node's metadata that will be exported into glTF node extras
  70286. * @param metadata source metadata to read from
  70287. * @returns the data to store to glTF node extras
  70288. */
  70289. metadataSelector?(metadata: any): any;
  70290. /**
  70291. * The sample rate to bake animation curves
  70292. */
  70293. animationSampleRate?: number;
  70294. /**
  70295. * Begin serialization without waiting for the scene to be ready
  70296. */
  70297. exportWithoutWaitingForScene?: boolean;
  70298. }
  70299. /**
  70300. * Class for generating glTF data from a Babylon scene.
  70301. */
  70302. export class GLTF2Export {
  70303. /**
  70304. * Exports the geometry of the scene to .gltf file format asynchronously
  70305. * @param scene Babylon scene with scene hierarchy information
  70306. * @param filePrefix File prefix to use when generating the glTF file
  70307. * @param options Exporter options
  70308. * @returns Returns an object with a .gltf file and associates texture names
  70309. * as keys and their data and paths as values
  70310. */
  70311. static GLTFAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
  70312. private static _PreExportAsync;
  70313. private static _PostExportAsync;
  70314. /**
  70315. * Exports the geometry of the scene to .glb file format asychronously
  70316. * @param scene Babylon scene with scene hierarchy information
  70317. * @param filePrefix File prefix to use when generating glb file
  70318. * @param options Exporter options
  70319. * @returns Returns an object with a .glb filename as key and data as value
  70320. */
  70321. static GLBAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
  70322. }
  70323. }
  70324. declare module BABYLON.GLTF2.Exporter {
  70325. /**
  70326. * @hidden
  70327. */
  70328. export class _GLTFUtilities {
  70329. /**
  70330. * Creates a buffer view based on the supplied arguments
  70331. * @param bufferIndex index value of the specified buffer
  70332. * @param byteOffset byte offset value
  70333. * @param byteLength byte length of the bufferView
  70334. * @param byteStride byte distance between conequential elements
  70335. * @param name name of the buffer view
  70336. * @returns bufferView for glTF
  70337. */
  70338. static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView;
  70339. /**
  70340. * Creates an accessor based on the supplied arguments
  70341. * @param bufferviewIndex The index of the bufferview referenced by this accessor
  70342. * @param name The name of the accessor
  70343. * @param type The type of the accessor
  70344. * @param componentType The datatype of components in the attribute
  70345. * @param count The number of attributes referenced by this accessor
  70346. * @param byteOffset The offset relative to the start of the bufferView in bytes
  70347. * @param min Minimum value of each component in this attribute
  70348. * @param max Maximum value of each component in this attribute
  70349. * @returns accessor for glTF
  70350. */
  70351. static _CreateAccessor(bufferviewIndex: number, name: string, type: AccessorType, componentType: AccessorComponentType, count: number, byteOffset: Nullable<number>, min: Nullable<number[]>, max: Nullable<number[]>): IAccessor;
  70352. /**
  70353. * Calculates the minimum and maximum values of an array of position floats
  70354. * @param positions Positions array of a mesh
  70355. * @param vertexStart Starting vertex offset to calculate min and max values
  70356. * @param vertexCount Number of vertices to check for min and max values
  70357. * @returns min number array and max number array
  70358. */
  70359. static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): {
  70360. min: number[];
  70361. max: number[];
  70362. };
  70363. /**
  70364. * Converts a new right-handed Vector3
  70365. * @param vector vector3 array
  70366. * @returns right-handed Vector3
  70367. */
  70368. static _GetRightHandedPositionVector3(vector: Vector3): Vector3;
  70369. /**
  70370. * Converts a Vector3 to right-handed
  70371. * @param vector Vector3 to convert to right-handed
  70372. */
  70373. static _GetRightHandedPositionVector3FromRef(vector: Vector3): void;
  70374. /**
  70375. * Converts a three element number array to right-handed
  70376. * @param vector number array to convert to right-handed
  70377. */
  70378. static _GetRightHandedPositionArray3FromRef(vector: number[]): void;
  70379. /**
  70380. * Converts a new right-handed Vector3
  70381. * @param vector vector3 array
  70382. * @returns right-handed Vector3
  70383. */
  70384. static _GetRightHandedNormalVector3(vector: Vector3): Vector3;
  70385. /**
  70386. * Converts a Vector3 to right-handed
  70387. * @param vector Vector3 to convert to right-handed
  70388. */
  70389. static _GetRightHandedNormalVector3FromRef(vector: Vector3): void;
  70390. /**
  70391. * Converts a three element number array to right-handed
  70392. * @param vector number array to convert to right-handed
  70393. */
  70394. static _GetRightHandedNormalArray3FromRef(vector: number[]): void;
  70395. /**
  70396. * Converts a Vector4 to right-handed
  70397. * @param vector Vector4 to convert to right-handed
  70398. */
  70399. static _GetRightHandedVector4FromRef(vector: Vector4): void;
  70400. /**
  70401. * Converts a Vector4 to right-handed
  70402. * @param vector Vector4 to convert to right-handed
  70403. */
  70404. static _GetRightHandedArray4FromRef(vector: number[]): void;
  70405. /**
  70406. * Converts a Quaternion to right-handed
  70407. * @param quaternion Source quaternion to convert to right-handed
  70408. */
  70409. static _GetRightHandedQuaternionFromRef(quaternion: Quaternion): void;
  70410. /**
  70411. * Converts a Quaternion to right-handed
  70412. * @param quaternion Source quaternion to convert to right-handed
  70413. */
  70414. static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]): void;
  70415. static _NormalizeTangentFromRef(tangent: Vector4): void;
  70416. }
  70417. }
  70418. declare module BABYLON.GLTF2.Exporter {
  70419. /**
  70420. * Converts Babylon Scene into glTF 2.0.
  70421. * @hidden
  70422. */
  70423. export class _Exporter {
  70424. /**
  70425. * Stores the glTF to export
  70426. */
  70427. _glTF: IGLTF;
  70428. /**
  70429. * Stores all generated buffer views, which represents views into the main glTF buffer data
  70430. */
  70431. _bufferViews: IBufferView[];
  70432. /**
  70433. * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF
  70434. */
  70435. _accessors: IAccessor[];
  70436. /**
  70437. * Stores all the generated nodes, which contains transform and/or mesh information per node
  70438. */
  70439. private _nodes;
  70440. /**
  70441. * Stores all the generated glTF scenes, which stores multiple node hierarchies
  70442. */
  70443. private _scenes;
  70444. /**
  70445. * Stores all the generated mesh information, each containing a set of primitives to render in glTF
  70446. */
  70447. private _meshes;
  70448. /**
  70449. * Stores all the generated material information, which represents the appearance of each primitive
  70450. */
  70451. _materials: IMaterial[];
  70452. _materialMap: {
  70453. [materialID: number]: number;
  70454. };
  70455. /**
  70456. * Stores all the generated texture information, which is referenced by glTF materials
  70457. */
  70458. _textures: ITexture[];
  70459. /**
  70460. * Stores all the generated image information, which is referenced by glTF textures
  70461. */
  70462. _images: IImage[];
  70463. /**
  70464. * Stores all the texture samplers
  70465. */
  70466. _samplers: ISampler[];
  70467. /**
  70468. * Stores all the generated animation samplers, which is referenced by glTF animations
  70469. */
  70470. /**
  70471. * Stores the animations for glTF models
  70472. */
  70473. private _animations;
  70474. /**
  70475. * Stores the total amount of bytes stored in the glTF buffer
  70476. */
  70477. private _totalByteLength;
  70478. /**
  70479. * Stores a reference to the Babylon scene containing the source geometry and material information
  70480. */
  70481. _babylonScene: Scene;
  70482. /**
  70483. * Stores a map of the image data, where the key is the file name and the value
  70484. * is the image data
  70485. */
  70486. _imageData: {
  70487. [fileName: string]: {
  70488. data: Uint8Array;
  70489. mimeType: ImageMimeType;
  70490. };
  70491. };
  70492. /**
  70493. * Stores a map of the unique id of a node to its index in the node array
  70494. */
  70495. private _nodeMap;
  70496. /**
  70497. * Specifies if the Babylon scene should be converted to right-handed on export
  70498. */
  70499. _convertToRightHandedSystem: boolean;
  70500. /**
  70501. * Baked animation sample rate
  70502. */
  70503. private _animationSampleRate;
  70504. private _options;
  70505. private _localEngine;
  70506. _glTFMaterialExporter: _GLTFMaterialExporter;
  70507. private _extensions;
  70508. private static _ExtensionNames;
  70509. private static _ExtensionFactories;
  70510. private _applyExtensions;
  70511. _extensionsPreExportTextureAsync(context: string, babylonTexture: Texture, mimeType: ImageMimeType): Nullable<Promise<BaseTexture>>;
  70512. _extensionsPostExportMeshPrimitiveAsync(context: string, meshPrimitive: IMeshPrimitive, babylonSubMesh: SubMesh, binaryWriter: _BinaryWriter): Nullable<Promise<IMeshPrimitive>>;
  70513. _extensionsPostExportNodeAsync(context: string, node: INode, babylonNode: Node): Nullable<Promise<INode>>;
  70514. private _forEachExtensions;
  70515. private _extensionsOnExporting;
  70516. /**
  70517. * Load glTF serializer extensions
  70518. */
  70519. private _loadExtensions;
  70520. /**
  70521. * Creates a glTF Exporter instance, which can accept optional exporter options
  70522. * @param babylonScene Babylon scene object
  70523. * @param options Options to modify the behavior of the exporter
  70524. */
  70525. constructor(babylonScene: Scene, options?: IExportOptions);
  70526. /**
  70527. * Registers a glTF exporter extension
  70528. * @param name Name of the extension to export
  70529. * @param factory The factory function that creates the exporter extension
  70530. */
  70531. static RegisterExtension(name: string, factory: (exporter: _Exporter) => IGLTFExporterExtensionV2): void;
  70532. /**
  70533. * Un-registers an exporter extension
  70534. * @param name The name fo the exporter extension
  70535. * @returns A boolean indicating whether the extension has been un-registered
  70536. */
  70537. static UnregisterExtension(name: string): boolean;
  70538. /**
  70539. * Lazy load a local engine with premultiplied alpha set to false
  70540. */
  70541. _getLocalEngine(): Engine;
  70542. private reorderIndicesBasedOnPrimitiveMode;
  70543. /**
  70544. * Reorders the vertex attribute data based on the primitive mode. This is necessary when indices are not available and the winding order is
  70545. * clock-wise during export to glTF
  70546. * @param submesh BabylonJS submesh
  70547. * @param primitiveMode Primitive mode of the mesh
  70548. * @param sideOrientation the winding order of the submesh
  70549. * @param vertexBufferKind The type of vertex attribute
  70550. * @param meshAttributeArray The vertex attribute data
  70551. * @param byteOffset The offset to the binary data
  70552. * @param binaryWriter The binary data for the glTF file
  70553. */
  70554. private reorderVertexAttributeDataBasedOnPrimitiveMode;
  70555. /**
  70556. * Reorders the vertex attributes in the correct triangle mode order . This is necessary when indices are not available and the winding order is
  70557. * clock-wise during export to glTF
  70558. * @param submesh BabylonJS submesh
  70559. * @param primitiveMode Primitive mode of the mesh
  70560. * @param sideOrientation the winding order of the submesh
  70561. * @param vertexBufferKind The type of vertex attribute
  70562. * @param meshAttributeArray The vertex attribute data
  70563. * @param byteOffset The offset to the binary data
  70564. * @param binaryWriter The binary data for the glTF file
  70565. */
  70566. private reorderTriangleFillMode;
  70567. /**
  70568. * Reorders the vertex attributes in the correct triangle strip order. This is necessary when indices are not available and the winding order is
  70569. * clock-wise during export to glTF
  70570. * @param submesh BabylonJS submesh
  70571. * @param primitiveMode Primitive mode of the mesh
  70572. * @param sideOrientation the winding order of the submesh
  70573. * @param vertexBufferKind The type of vertex attribute
  70574. * @param meshAttributeArray The vertex attribute data
  70575. * @param byteOffset The offset to the binary data
  70576. * @param binaryWriter The binary data for the glTF file
  70577. */
  70578. private reorderTriangleStripDrawMode;
  70579. /**
  70580. * Reorders the vertex attributes in the correct triangle fan order. This is necessary when indices are not available and the winding order is
  70581. * clock-wise during export to glTF
  70582. * @param submesh BabylonJS submesh
  70583. * @param primitiveMode Primitive mode of the mesh
  70584. * @param sideOrientation the winding order of the submesh
  70585. * @param vertexBufferKind The type of vertex attribute
  70586. * @param meshAttributeArray The vertex attribute data
  70587. * @param byteOffset The offset to the binary data
  70588. * @param binaryWriter The binary data for the glTF file
  70589. */
  70590. private reorderTriangleFanMode;
  70591. /**
  70592. * Writes the vertex attribute data to binary
  70593. * @param vertices The vertices to write to the binary writer
  70594. * @param byteOffset The offset into the binary writer to overwrite binary data
  70595. * @param vertexAttributeKind The vertex attribute type
  70596. * @param meshAttributeArray The vertex attribute data
  70597. * @param binaryWriter The writer containing the binary data
  70598. */
  70599. private writeVertexAttributeData;
  70600. /**
  70601. * Writes mesh attribute data to a data buffer
  70602. * Returns the bytelength of the data
  70603. * @param vertexBufferKind Indicates what kind of vertex data is being passed in
  70604. * @param meshAttributeArray Array containing the attribute data
  70605. * @param binaryWriter The buffer to write the binary data to
  70606. * @param indices Used to specify the order of the vertex data
  70607. */
  70608. writeAttributeData(vertexBufferKind: string, meshAttributeArray: FloatArray, byteStride: number, binaryWriter: _BinaryWriter): void;
  70609. /**
  70610. * Generates glTF json data
  70611. * @param shouldUseGlb Indicates whether the json should be written for a glb file
  70612. * @param glTFPrefix Text to use when prefixing a glTF file
  70613. * @param prettyPrint Indicates whether the json file should be pretty printed (true) or not (false)
  70614. * @returns json data as string
  70615. */
  70616. private generateJSON;
  70617. /**
  70618. * Generates data for .gltf and .bin files based on the glTF prefix string
  70619. * @param glTFPrefix Text to use when prefixing a glTF file
  70620. * @returns GLTFData with glTF file data
  70621. */
  70622. _generateGLTFAsync(glTFPrefix: string): Promise<GLTFData>;
  70623. /**
  70624. * Creates a binary buffer for glTF
  70625. * @returns array buffer for binary data
  70626. */
  70627. private _generateBinaryAsync;
  70628. /**
  70629. * Pads the number to a multiple of 4
  70630. * @param num number to pad
  70631. * @returns padded number
  70632. */
  70633. private _getPadding;
  70634. /**
  70635. * Generates a glb file from the json and binary data
  70636. * Returns an object with the glb file name as the key and data as the value
  70637. * @param glTFPrefix
  70638. * @returns object with glb filename as key and data as value
  70639. */
  70640. _generateGLBAsync(glTFPrefix: string): Promise<GLTFData>;
  70641. /**
  70642. * Sets the TRS for each node
  70643. * @param node glTF Node for storing the transformation data
  70644. * @param babylonTransformNode Babylon mesh used as the source for the transformation data
  70645. */
  70646. private setNodeTransformation;
  70647. private getVertexBufferFromMesh;
  70648. /**
  70649. * Creates a bufferview based on the vertices type for the Babylon mesh
  70650. * @param kind Indicates the type of vertices data
  70651. * @param babylonTransformNode The Babylon mesh to get the vertices data from
  70652. * @param binaryWriter The buffer to write the bufferview data to
  70653. */
  70654. private createBufferViewKind;
  70655. /**
  70656. * The primitive mode of the Babylon mesh
  70657. * @param babylonMesh The BabylonJS mesh
  70658. */
  70659. private getMeshPrimitiveMode;
  70660. /**
  70661. * Sets the primitive mode of the glTF mesh primitive
  70662. * @param meshPrimitive glTF mesh primitive
  70663. * @param primitiveMode The primitive mode
  70664. */
  70665. private setPrimitiveMode;
  70666. /**
  70667. * Sets the vertex attribute accessor based of the glTF mesh primitive
  70668. * @param meshPrimitive glTF mesh primitive
  70669. * @param attributeKind vertex attribute
  70670. * @returns boolean specifying if uv coordinates are present
  70671. */
  70672. private setAttributeKind;
  70673. /**
  70674. * Sets data for the primitive attributes of each submesh
  70675. * @param mesh glTF Mesh object to store the primitive attribute information
  70676. * @param babylonTransformNode Babylon mesh to get the primitive attribute data from
  70677. * @param binaryWriter Buffer to write the attribute data to
  70678. */
  70679. private setPrimitiveAttributesAsync;
  70680. /**
  70681. * Creates a glTF scene based on the array of meshes
  70682. * Returns the the total byte offset
  70683. * @param babylonScene Babylon scene to get the mesh data from
  70684. * @param binaryWriter Buffer to write binary data to
  70685. */
  70686. private createSceneAsync;
  70687. /**
  70688. * Creates a mapping of Node unique id to node index and handles animations
  70689. * @param babylonScene Babylon Scene
  70690. * @param nodes Babylon transform nodes
  70691. * @param binaryWriter Buffer to write binary data to
  70692. * @returns Node mapping of unique id to index
  70693. */
  70694. private createNodeMapAndAnimationsAsync;
  70695. /**
  70696. * Creates a glTF node from a Babylon mesh
  70697. * @param babylonMesh Source Babylon mesh
  70698. * @param binaryWriter Buffer for storing geometry data
  70699. * @returns glTF node
  70700. */
  70701. private createNodeAsync;
  70702. }
  70703. /**
  70704. * @hidden
  70705. *
  70706. * Stores glTF binary data. If the array buffer byte length is exceeded, it doubles in size dynamically
  70707. */
  70708. export class _BinaryWriter {
  70709. /**
  70710. * Array buffer which stores all binary data
  70711. */
  70712. private _arrayBuffer;
  70713. /**
  70714. * View of the array buffer
  70715. */
  70716. private _dataView;
  70717. /**
  70718. * byte offset of data in array buffer
  70719. */
  70720. private _byteOffset;
  70721. /**
  70722. * Initialize binary writer with an initial byte length
  70723. * @param byteLength Initial byte length of the array buffer
  70724. */
  70725. constructor(byteLength: number);
  70726. /**
  70727. * Resize the array buffer to the specified byte length
  70728. * @param byteLength
  70729. */
  70730. private resizeBuffer;
  70731. /**
  70732. * Get an array buffer with the length of the byte offset
  70733. * @returns ArrayBuffer resized to the byte offset
  70734. */
  70735. getArrayBuffer(): ArrayBuffer;
  70736. /**
  70737. * Get the byte offset of the array buffer
  70738. * @returns byte offset
  70739. */
  70740. getByteOffset(): number;
  70741. /**
  70742. * Stores an UInt8 in the array buffer
  70743. * @param entry
  70744. * @param byteOffset If defined, specifies where to set the value as an offset.
  70745. */
  70746. setUInt8(entry: number, byteOffset?: number): void;
  70747. /**
  70748. * Gets an UInt32 in the array buffer
  70749. * @param entry
  70750. * @param byteOffset If defined, specifies where to set the value as an offset.
  70751. */
  70752. getUInt32(byteOffset: number): number;
  70753. getVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
  70754. setVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
  70755. getVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
  70756. setVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
  70757. /**
  70758. * Stores a Float32 in the array buffer
  70759. * @param entry
  70760. */
  70761. setFloat32(entry: number, byteOffset?: number): void;
  70762. /**
  70763. * Stores an UInt32 in the array buffer
  70764. * @param entry
  70765. * @param byteOffset If defined, specifies where to set the value as an offset.
  70766. */
  70767. setUInt32(entry: number, byteOffset?: number): void;
  70768. }
  70769. }
  70770. declare module BABYLON.GLTF2.Exporter {
  70771. /**
  70772. * @hidden
  70773. * Interface to store animation data.
  70774. */
  70775. export interface _IAnimationData {
  70776. /**
  70777. * Keyframe data.
  70778. */
  70779. inputs: number[];
  70780. /**
  70781. * Value data.
  70782. */
  70783. outputs: number[][];
  70784. /**
  70785. * Animation interpolation data.
  70786. */
  70787. samplerInterpolation: AnimationSamplerInterpolation;
  70788. /**
  70789. * Minimum keyframe value.
  70790. */
  70791. inputsMin: number;
  70792. /**
  70793. * Maximum keyframe value.
  70794. */
  70795. inputsMax: number;
  70796. }
  70797. /**
  70798. * @hidden
  70799. */
  70800. export interface _IAnimationInfo {
  70801. /**
  70802. * The target channel for the animation
  70803. */
  70804. animationChannelTargetPath: AnimationChannelTargetPath;
  70805. /**
  70806. * The glTF accessor type for the data.
  70807. */
  70808. dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4;
  70809. /**
  70810. * Specifies if quaternions should be used.
  70811. */
  70812. useQuaternion: boolean;
  70813. }
  70814. /**
  70815. * @hidden
  70816. * Utility class for generating glTF animation data from BabylonJS.
  70817. */
  70818. export class _GLTFAnimation {
  70819. /**
  70820. * @ignore
  70821. *
  70822. * Creates glTF channel animation from BabylonJS animation.
  70823. * @param babylonTransformNode - BabylonJS mesh.
  70824. * @param animation - animation.
  70825. * @param animationChannelTargetPath - The target animation channel.
  70826. * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
  70827. * @param useQuaternion - Specifies if quaternions are used.
  70828. * @returns nullable IAnimationData
  70829. */
  70830. static _CreateNodeAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
  70831. private static _DeduceAnimationInfo;
  70832. /**
  70833. * @ignore
  70834. * Create node animations from the transform node animations
  70835. * @param babylonNode
  70836. * @param runtimeGLTFAnimation
  70837. * @param idleGLTFAnimations
  70838. * @param nodeMap
  70839. * @param nodes
  70840. * @param binaryWriter
  70841. * @param bufferViews
  70842. * @param accessors
  70843. * @param convertToRightHandedSystem
  70844. */
  70845. static _CreateNodeAnimationFromNodeAnimations(babylonNode: Node, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {
  70846. [key: number]: number;
  70847. }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
  70848. /**
  70849. * @ignore
  70850. * Create node animations from the animation groups
  70851. * @param babylonScene
  70852. * @param glTFAnimations
  70853. * @param nodeMap
  70854. * @param nodes
  70855. * @param binaryWriter
  70856. * @param bufferViews
  70857. * @param accessors
  70858. * @param convertToRightHandedSystem
  70859. */
  70860. static _CreateNodeAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: IAnimation[], nodeMap: {
  70861. [key: number]: number;
  70862. }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
  70863. private static AddAnimation;
  70864. /**
  70865. * Create a baked animation
  70866. * @param babylonTransformNode BabylonJS mesh
  70867. * @param animation BabylonJS animation corresponding to the BabylonJS mesh
  70868. * @param animationChannelTargetPath animation target channel
  70869. * @param minFrame minimum animation frame
  70870. * @param maxFrame maximum animation frame
  70871. * @param fps frames per second of the animation
  70872. * @param inputs input key frames of the animation
  70873. * @param outputs output key frame data of the animation
  70874. * @param convertToRightHandedSystem converts the values to right-handed
  70875. * @param useQuaternion specifies if quaternions should be used
  70876. */
  70877. private static _CreateBakedAnimation;
  70878. private static _ConvertFactorToVector3OrQuaternion;
  70879. private static _SetInterpolatedValue;
  70880. /**
  70881. * Creates linear animation from the animation key frames
  70882. * @param babylonTransformNode BabylonJS mesh
  70883. * @param animation BabylonJS animation
  70884. * @param animationChannelTargetPath The target animation channel
  70885. * @param frameDelta The difference between the last and first frame of the animation
  70886. * @param inputs Array to store the key frame times
  70887. * @param outputs Array to store the key frame data
  70888. * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
  70889. * @param useQuaternion Specifies if quaternions are used in the animation
  70890. */
  70891. private static _CreateLinearOrStepAnimation;
  70892. /**
  70893. * Creates cubic spline animation from the animation key frames
  70894. * @param babylonTransformNode BabylonJS mesh
  70895. * @param animation BabylonJS animation
  70896. * @param animationChannelTargetPath The target animation channel
  70897. * @param frameDelta The difference between the last and first frame of the animation
  70898. * @param inputs Array to store the key frame times
  70899. * @param outputs Array to store the key frame data
  70900. * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
  70901. * @param useQuaternion Specifies if quaternions are used in the animation
  70902. */
  70903. private static _CreateCubicSplineAnimation;
  70904. private static _GetBasePositionRotationOrScale;
  70905. /**
  70906. * Adds a key frame value
  70907. * @param keyFrame
  70908. * @param animation
  70909. * @param outputs
  70910. * @param animationChannelTargetPath
  70911. * @param basePositionRotationOrScale
  70912. * @param convertToRightHandedSystem
  70913. * @param useQuaternion
  70914. */
  70915. private static _AddKeyframeValue;
  70916. /**
  70917. * Determine the interpolation based on the key frames
  70918. * @param keyFrames
  70919. * @param animationChannelTargetPath
  70920. * @param useQuaternion
  70921. */
  70922. private static _DeduceInterpolation;
  70923. /**
  70924. * Adds an input tangent or output tangent to the output data
  70925. * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion
  70926. * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)
  70927. * @param outputs The animation data by keyframe
  70928. * @param animationChannelTargetPath The target animation channel
  70929. * @param interpolation The interpolation type
  70930. * @param keyFrame The key frame with the animation data
  70931. * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
  70932. * @param useQuaternion Specifies if quaternions are used
  70933. * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
  70934. */
  70935. private static AddSplineTangent;
  70936. /**
  70937. * Get the minimum and maximum key frames' frame values
  70938. * @param keyFrames animation key frames
  70939. * @returns the minimum and maximum key frame value
  70940. */
  70941. private static calculateMinMaxKeyFrames;
  70942. }
  70943. }
  70944. declare module BABYLON.GLTF2.Exporter {
  70945. /** @hidden */
  70946. export var textureTransformPixelShader: {
  70947. name: string;
  70948. shader: string;
  70949. };
  70950. }
  70951. declare module BABYLON.GLTF2.Exporter.Extensions {
  70952. /**
  70953. * @hidden
  70954. */
  70955. export class KHR_texture_transform implements IGLTFExporterExtensionV2 {
  70956. /** Name of this extension */
  70957. readonly name: string;
  70958. /** Defines whether this extension is enabled */
  70959. enabled: boolean;
  70960. /** Defines whether this extension is required */
  70961. required: boolean;
  70962. /** Reference to the glTF exporter */
  70963. private _exporter;
  70964. constructor(exporter: _Exporter);
  70965. dispose(): void;
  70966. preExportTextureAsync(context: string, babylonTexture: Texture, mimeType: ImageMimeType): Nullable<Promise<Texture>>;
  70967. /**
  70968. * Transform the babylon texture by the offset, rotation and scale parameters using a procedural texture
  70969. * @param babylonTexture
  70970. * @param offset
  70971. * @param rotation
  70972. * @param scale
  70973. * @param scene
  70974. */
  70975. private _textureTransformTextureAsync;
  70976. }
  70977. }
  70978. declare module BABYLON.GLTF2.Exporter.Extensions {
  70979. /**
  70980. * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)
  70981. */
  70982. export class KHR_lights_punctual implements IGLTFExporterExtensionV2 {
  70983. /** The name of this extension. */
  70984. readonly name: string;
  70985. /** Defines whether this extension is enabled. */
  70986. enabled: boolean;
  70987. /** Defines whether this extension is required */
  70988. required: boolean;
  70989. /** Reference to the glTF exporter */
  70990. private _exporter;
  70991. private _lights;
  70992. /** @hidden */
  70993. constructor(exporter: _Exporter);
  70994. /** @hidden */
  70995. dispose(): void;
  70996. /** @hidden */
  70997. onExporting(): void;
  70998. /**
  70999. * Define this method to modify the default behavior when exporting a node
  71000. * @param context The context when exporting the node
  71001. * @param node glTF node
  71002. * @param babylonNode BabylonJS node
  71003. * @returns nullable INode promise
  71004. */
  71005. postExportNodeAsync(context: string, node: INode, babylonNode: Node): Nullable<Promise<INode>>;
  71006. }
  71007. }
  71008. declare module BABYLON {
  71009. /**
  71010. * Class for generating STL data from a Babylon scene.
  71011. */
  71012. export class STLExport {
  71013. /**
  71014. * Exports the geometry of a Mesh array in .STL file format (ASCII)
  71015. * @param meshes list defines the mesh to serialize
  71016. * @param download triggers the automatic download of the file.
  71017. * @param fileName changes the downloads fileName.
  71018. * @param binary changes the STL to a binary type.
  71019. * @param isLittleEndian toggle for binary type exporter.
  71020. * @returns the STL as UTF8 string
  71021. */
  71022. static CreateSTL(meshes: Mesh[], download?: boolean, fileName?: string, binary?: boolean, isLittleEndian?: boolean): any;
  71023. }
  71024. }
  71025. declare module "babylonjs-gltf2interface" {
  71026. export = BABYLON.GLTF2;
  71027. }
  71028. /**
  71029. * Module for glTF 2.0 Interface
  71030. */
  71031. declare module BABYLON.GLTF2 {
  71032. /**
  71033. * The datatype of the components in the attribute
  71034. */
  71035. const enum AccessorComponentType {
  71036. /**
  71037. * Byte
  71038. */
  71039. BYTE = 5120,
  71040. /**
  71041. * Unsigned Byte
  71042. */
  71043. UNSIGNED_BYTE = 5121,
  71044. /**
  71045. * Short
  71046. */
  71047. SHORT = 5122,
  71048. /**
  71049. * Unsigned Short
  71050. */
  71051. UNSIGNED_SHORT = 5123,
  71052. /**
  71053. * Unsigned Int
  71054. */
  71055. UNSIGNED_INT = 5125,
  71056. /**
  71057. * Float
  71058. */
  71059. FLOAT = 5126,
  71060. }
  71061. /**
  71062. * Specifies if the attirbute is a scalar, vector, or matrix
  71063. */
  71064. const enum AccessorType {
  71065. /**
  71066. * Scalar
  71067. */
  71068. SCALAR = "SCALAR",
  71069. /**
  71070. * Vector2
  71071. */
  71072. VEC2 = "VEC2",
  71073. /**
  71074. * Vector3
  71075. */
  71076. VEC3 = "VEC3",
  71077. /**
  71078. * Vector4
  71079. */
  71080. VEC4 = "VEC4",
  71081. /**
  71082. * Matrix2x2
  71083. */
  71084. MAT2 = "MAT2",
  71085. /**
  71086. * Matrix3x3
  71087. */
  71088. MAT3 = "MAT3",
  71089. /**
  71090. * Matrix4x4
  71091. */
  71092. MAT4 = "MAT4",
  71093. }
  71094. /**
  71095. * The name of the node's TRS property to modify, or the weights of the Morph Targets it instantiates
  71096. */
  71097. const enum AnimationChannelTargetPath {
  71098. /**
  71099. * Translation
  71100. */
  71101. TRANSLATION = "translation",
  71102. /**
  71103. * Rotation
  71104. */
  71105. ROTATION = "rotation",
  71106. /**
  71107. * Scale
  71108. */
  71109. SCALE = "scale",
  71110. /**
  71111. * Weights
  71112. */
  71113. WEIGHTS = "weights",
  71114. }
  71115. /**
  71116. * Interpolation algorithm
  71117. */
  71118. const enum AnimationSamplerInterpolation {
  71119. /**
  71120. * The animated values are linearly interpolated between keyframes
  71121. */
  71122. LINEAR = "LINEAR",
  71123. /**
  71124. * The animated values remain constant to the output of the first keyframe, until the next keyframe
  71125. */
  71126. STEP = "STEP",
  71127. /**
  71128. * The animation's interpolation is computed using a cubic spline with specified tangents
  71129. */
  71130. CUBICSPLINE = "CUBICSPLINE",
  71131. }
  71132. /**
  71133. * A camera's projection. A node can reference a camera to apply a transform to place the camera in the scene
  71134. */
  71135. const enum CameraType {
  71136. /**
  71137. * A perspective camera containing properties to create a perspective projection matrix
  71138. */
  71139. PERSPECTIVE = "perspective",
  71140. /**
  71141. * An orthographic camera containing properties to create an orthographic projection matrix
  71142. */
  71143. ORTHOGRAPHIC = "orthographic",
  71144. }
  71145. /**
  71146. * The mime-type of the image
  71147. */
  71148. const enum ImageMimeType {
  71149. /**
  71150. * JPEG Mime-type
  71151. */
  71152. JPEG = "image/jpeg",
  71153. /**
  71154. * PNG Mime-type
  71155. */
  71156. PNG = "image/png",
  71157. }
  71158. /**
  71159. * The alpha rendering mode of the material
  71160. */
  71161. const enum MaterialAlphaMode {
  71162. /**
  71163. * The alpha value is ignored and the rendered output is fully opaque
  71164. */
  71165. OPAQUE = "OPAQUE",
  71166. /**
  71167. * The rendered output is either fully opaque or fully transparent depending on the alpha value and the specified alpha cutoff value
  71168. */
  71169. MASK = "MASK",
  71170. /**
  71171. * The alpha value is used to composite the source and destination areas. The rendered output is combined with the background using the normal painting operation (i.e. the Porter and Duff over operator)
  71172. */
  71173. BLEND = "BLEND",
  71174. }
  71175. /**
  71176. * The type of the primitives to render
  71177. */
  71178. const enum MeshPrimitiveMode {
  71179. /**
  71180. * Points
  71181. */
  71182. POINTS = 0,
  71183. /**
  71184. * Lines
  71185. */
  71186. LINES = 1,
  71187. /**
  71188. * Line Loop
  71189. */
  71190. LINE_LOOP = 2,
  71191. /**
  71192. * Line Strip
  71193. */
  71194. LINE_STRIP = 3,
  71195. /**
  71196. * Triangles
  71197. */
  71198. TRIANGLES = 4,
  71199. /**
  71200. * Triangle Strip
  71201. */
  71202. TRIANGLE_STRIP = 5,
  71203. /**
  71204. * Triangle Fan
  71205. */
  71206. TRIANGLE_FAN = 6,
  71207. }
  71208. /**
  71209. * Magnification filter. Valid values correspond to WebGL enums: 9728 (NEAREST) and 9729 (LINEAR)
  71210. */
  71211. const enum TextureMagFilter {
  71212. /**
  71213. * Nearest
  71214. */
  71215. NEAREST = 9728,
  71216. /**
  71217. * Linear
  71218. */
  71219. LINEAR = 9729,
  71220. }
  71221. /**
  71222. * Minification filter. All valid values correspond to WebGL enums
  71223. */
  71224. const enum TextureMinFilter {
  71225. /**
  71226. * Nearest
  71227. */
  71228. NEAREST = 9728,
  71229. /**
  71230. * Linear
  71231. */
  71232. LINEAR = 9729,
  71233. /**
  71234. * Nearest Mip-Map Nearest
  71235. */
  71236. NEAREST_MIPMAP_NEAREST = 9984,
  71237. /**
  71238. * Linear Mipmap Nearest
  71239. */
  71240. LINEAR_MIPMAP_NEAREST = 9985,
  71241. /**
  71242. * Nearest Mipmap Linear
  71243. */
  71244. NEAREST_MIPMAP_LINEAR = 9986,
  71245. /**
  71246. * Linear Mipmap Linear
  71247. */
  71248. LINEAR_MIPMAP_LINEAR = 9987,
  71249. }
  71250. /**
  71251. * S (U) wrapping mode. All valid values correspond to WebGL enums
  71252. */
  71253. const enum TextureWrapMode {
  71254. /**
  71255. * Clamp to Edge
  71256. */
  71257. CLAMP_TO_EDGE = 33071,
  71258. /**
  71259. * Mirrored Repeat
  71260. */
  71261. MIRRORED_REPEAT = 33648,
  71262. /**
  71263. * Repeat
  71264. */
  71265. REPEAT = 10497,
  71266. }
  71267. /**
  71268. * glTF Property
  71269. */
  71270. interface IProperty {
  71271. /**
  71272. * Dictionary object with extension-specific objects
  71273. */
  71274. extensions?: {
  71275. [key: string]: any;
  71276. };
  71277. /**
  71278. * Application-Specific data
  71279. */
  71280. extras?: any;
  71281. }
  71282. /**
  71283. * glTF Child of Root Property
  71284. */
  71285. interface IChildRootProperty extends IProperty {
  71286. /**
  71287. * The user-defined name of this object
  71288. */
  71289. name?: string;
  71290. }
  71291. /**
  71292. * Indices of those attributes that deviate from their initialization value
  71293. */
  71294. interface IAccessorSparseIndices extends IProperty {
  71295. /**
  71296. * The index of the bufferView with sparse indices. Referenced bufferView can't have ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER target
  71297. */
  71298. bufferView: number;
  71299. /**
  71300. * The offset relative to the start of the bufferView in bytes. Must be aligned
  71301. */
  71302. byteOffset?: number;
  71303. /**
  71304. * The indices data type. Valid values correspond to WebGL enums: 5121 (UNSIGNED_BYTE), 5123 (UNSIGNED_SHORT), 5125 (UNSIGNED_INT)
  71305. */
  71306. componentType: AccessorComponentType;
  71307. }
  71308. /**
  71309. * Array of size accessor.sparse.count times number of components storing the displaced accessor attributes pointed by accessor.sparse.indices
  71310. */
  71311. interface IAccessorSparseValues extends IProperty {
  71312. /**
  71313. * The index of the bufferView with sparse values. Referenced bufferView can't have ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER target
  71314. */
  71315. bufferView: number;
  71316. /**
  71317. * The offset relative to the start of the bufferView in bytes. Must be aligned
  71318. */
  71319. byteOffset?: number;
  71320. }
  71321. /**
  71322. * Sparse storage of attributes that deviate from their initialization value
  71323. */
  71324. interface IAccessorSparse extends IProperty {
  71325. /**
  71326. * The number of attributes encoded in this sparse accessor
  71327. */
  71328. count: number;
  71329. /**
  71330. * Index array of size count that points to those accessor attributes that deviate from their initialization value. Indices must strictly increase
  71331. */
  71332. indices: IAccessorSparseIndices;
  71333. /**
  71334. * Array of size count times number of components, storing the displaced accessor attributes pointed by indices. Substituted values must have the same componentType and number of components as the base accessor
  71335. */
  71336. values: IAccessorSparseValues;
  71337. }
  71338. /**
  71339. * A typed view into a bufferView. A bufferView contains raw binary data. An accessor provides a typed view into a bufferView or a subset of a bufferView similar to how WebGL's vertexAttribPointer() defines an attribute in a buffer
  71340. */
  71341. interface IAccessor extends IChildRootProperty {
  71342. /**
  71343. * The index of the bufferview
  71344. */
  71345. bufferView?: number;
  71346. /**
  71347. * The offset relative to the start of the bufferView in bytes
  71348. */
  71349. byteOffset?: number;
  71350. /**
  71351. * The datatype of components in the attribute
  71352. */
  71353. componentType: AccessorComponentType;
  71354. /**
  71355. * Specifies whether integer data values should be normalized
  71356. */
  71357. normalized?: boolean;
  71358. /**
  71359. * The number of attributes referenced by this accessor
  71360. */
  71361. count: number;
  71362. /**
  71363. * Specifies if the attribute is a scalar, vector, or matrix
  71364. */
  71365. type: AccessorType;
  71366. /**
  71367. * Maximum value of each component in this attribute
  71368. */
  71369. max?: number[];
  71370. /**
  71371. * Minimum value of each component in this attribute
  71372. */
  71373. min?: number[];
  71374. /**
  71375. * Sparse storage of attributes that deviate from their initialization value
  71376. */
  71377. sparse?: IAccessorSparse;
  71378. }
  71379. /**
  71380. * Targets an animation's sampler at a node's property
  71381. */
  71382. interface IAnimationChannel extends IProperty {
  71383. /**
  71384. * The index of a sampler in this animation used to compute the value for the target
  71385. */
  71386. sampler: number;
  71387. /**
  71388. * The index of the node and TRS property to target
  71389. */
  71390. target: IAnimationChannelTarget;
  71391. }
  71392. /**
  71393. * The index of the node and TRS property that an animation channel targets
  71394. */
  71395. interface IAnimationChannelTarget extends IProperty {
  71396. /**
  71397. * The index of the node to target
  71398. */
  71399. node: number;
  71400. /**
  71401. * The name of the node's TRS property to modify, or the weights of the Morph Targets it instantiates
  71402. */
  71403. path: AnimationChannelTargetPath;
  71404. }
  71405. /**
  71406. * Combines input and output accessors with an interpolation algorithm to define a keyframe graph (but not its target)
  71407. */
  71408. interface IAnimationSampler extends IProperty {
  71409. /**
  71410. * The index of an accessor containing keyframe input values, e.g., time
  71411. */
  71412. input: number;
  71413. /**
  71414. * Interpolation algorithm
  71415. */
  71416. interpolation?: AnimationSamplerInterpolation;
  71417. /**
  71418. * The index of an accessor, containing keyframe output values
  71419. */
  71420. output: number;
  71421. }
  71422. /**
  71423. * A keyframe animation
  71424. */
  71425. interface IAnimation extends IChildRootProperty {
  71426. /**
  71427. * An array of channels, each of which targets an animation's sampler at a node's property
  71428. */
  71429. channels: IAnimationChannel[];
  71430. /**
  71431. * An array of samplers that combines input and output accessors with an interpolation algorithm to define a keyframe graph (but not its target)
  71432. */
  71433. samplers: IAnimationSampler[];
  71434. }
  71435. /**
  71436. * Metadata about the glTF asset
  71437. */
  71438. interface IAsset extends IChildRootProperty {
  71439. /**
  71440. * A copyright message suitable for display to credit the content creator
  71441. */
  71442. copyright?: string;
  71443. /**
  71444. * Tool that generated this glTF model. Useful for debugging
  71445. */
  71446. generator?: string;
  71447. /**
  71448. * The glTF version that this asset targets
  71449. */
  71450. version: string;
  71451. /**
  71452. * The minimum glTF version that this asset targets
  71453. */
  71454. minVersion?: string;
  71455. }
  71456. /**
  71457. * A buffer points to binary geometry, animation, or skins
  71458. */
  71459. interface IBuffer extends IChildRootProperty {
  71460. /**
  71461. * The uri of the buffer. Relative paths are relative to the .gltf file. Instead of referencing an external file, the uri can also be a data-uri
  71462. */
  71463. uri?: string;
  71464. /**
  71465. * The length of the buffer in bytes
  71466. */
  71467. byteLength: number;
  71468. }
  71469. /**
  71470. * A view into a buffer generally representing a subset of the buffer
  71471. */
  71472. interface IBufferView extends IChildRootProperty {
  71473. /**
  71474. * The index of the buffer
  71475. */
  71476. buffer: number;
  71477. /**
  71478. * The offset into the buffer in bytes
  71479. */
  71480. byteOffset?: number;
  71481. /**
  71482. * The lenth of the bufferView in bytes
  71483. */
  71484. byteLength: number;
  71485. /**
  71486. * The stride, in bytes
  71487. */
  71488. byteStride?: number;
  71489. }
  71490. /**
  71491. * An orthographic camera containing properties to create an orthographic projection matrix
  71492. */
  71493. interface ICameraOrthographic extends IProperty {
  71494. /**
  71495. * The floating-point horizontal magnification of the view. Must not be zero
  71496. */
  71497. xmag: number;
  71498. /**
  71499. * The floating-point vertical magnification of the view. Must not be zero
  71500. */
  71501. ymag: number;
  71502. /**
  71503. * The floating-point distance to the far clipping plane. zfar must be greater than znear
  71504. */
  71505. zfar: number;
  71506. /**
  71507. * The floating-point distance to the near clipping plane
  71508. */
  71509. znear: number;
  71510. }
  71511. /**
  71512. * A perspective camera containing properties to create a perspective projection matrix
  71513. */
  71514. interface ICameraPerspective extends IProperty {
  71515. /**
  71516. * The floating-point aspect ratio of the field of view
  71517. */
  71518. aspectRatio?: number;
  71519. /**
  71520. * The floating-point vertical field of view in radians
  71521. */
  71522. yfov: number;
  71523. /**
  71524. * The floating-point distance to the far clipping plane
  71525. */
  71526. zfar?: number;
  71527. /**
  71528. * The floating-point distance to the near clipping plane
  71529. */
  71530. znear: number;
  71531. }
  71532. /**
  71533. * A camera's projection. A node can reference a camera to apply a transform to place the camera in the scene
  71534. */
  71535. interface ICamera extends IChildRootProperty {
  71536. /**
  71537. * An orthographic camera containing properties to create an orthographic projection matrix
  71538. */
  71539. orthographic?: ICameraOrthographic;
  71540. /**
  71541. * A perspective camera containing properties to create a perspective projection matrix
  71542. */
  71543. perspective?: ICameraPerspective;
  71544. /**
  71545. * Specifies if the camera uses a perspective or orthographic projection
  71546. */
  71547. type: CameraType;
  71548. }
  71549. /**
  71550. * Image data used to create a texture. Image can be referenced by URI or bufferView index. mimeType is required in the latter case
  71551. */
  71552. interface IImage extends IChildRootProperty {
  71553. /**
  71554. * The uri of the image. Relative paths are relative to the .gltf file. Instead of referencing an external file, the uri can also be a data-uri. The image format must be jpg or png
  71555. */
  71556. uri?: string;
  71557. /**
  71558. * The image's MIME type
  71559. */
  71560. mimeType?: ImageMimeType;
  71561. /**
  71562. * The index of the bufferView that contains the image. Use this instead of the image's uri property
  71563. */
  71564. bufferView?: number;
  71565. }
  71566. /**
  71567. * Material Normal Texture Info
  71568. */
  71569. interface IMaterialNormalTextureInfo extends ITextureInfo {
  71570. /**
  71571. * The scalar multiplier applied to each normal vector of the normal texture
  71572. */
  71573. scale?: number;
  71574. }
  71575. /**
  71576. * Material Occlusion Texture Info
  71577. */
  71578. interface IMaterialOcclusionTextureInfo extends ITextureInfo {
  71579. /**
  71580. * A scalar multiplier controlling the amount of occlusion applied
  71581. */
  71582. strength?: number;
  71583. }
  71584. /**
  71585. * A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology
  71586. */
  71587. interface IMaterialPbrMetallicRoughness {
  71588. /**
  71589. * The material's base color factor
  71590. */
  71591. baseColorFactor?: number[];
  71592. /**
  71593. * The base color texture
  71594. */
  71595. baseColorTexture?: ITextureInfo;
  71596. /**
  71597. * The metalness of the material
  71598. */
  71599. metallicFactor?: number;
  71600. /**
  71601. * The roughness of the material
  71602. */
  71603. roughnessFactor?: number;
  71604. /**
  71605. * The metallic-roughness texture
  71606. */
  71607. metallicRoughnessTexture?: ITextureInfo;
  71608. }
  71609. /**
  71610. * The material appearance of a primitive
  71611. */
  71612. interface IMaterial extends IChildRootProperty {
  71613. /**
  71614. * A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology. When not specified, all the default values of pbrMetallicRoughness apply
  71615. */
  71616. pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
  71617. /**
  71618. * The normal map texture
  71619. */
  71620. normalTexture?: IMaterialNormalTextureInfo;
  71621. /**
  71622. * The occlusion map texture
  71623. */
  71624. occlusionTexture?: IMaterialOcclusionTextureInfo;
  71625. /**
  71626. * The emissive map texture
  71627. */
  71628. emissiveTexture?: ITextureInfo;
  71629. /**
  71630. * The RGB components of the emissive color of the material. These values are linear. If an emissiveTexture is specified, this value is multiplied with the texel values
  71631. */
  71632. emissiveFactor?: number[];
  71633. /**
  71634. * The alpha rendering mode of the material
  71635. */
  71636. alphaMode?: MaterialAlphaMode;
  71637. /**
  71638. * The alpha cutoff value of the material
  71639. */
  71640. alphaCutoff?: number;
  71641. /**
  71642. * Specifies whether the material is double sided
  71643. */
  71644. doubleSided?: boolean;
  71645. }
  71646. /**
  71647. * Geometry to be rendered with the given material
  71648. */
  71649. interface IMeshPrimitive extends IProperty {
  71650. /**
  71651. * A dictionary object, where each key corresponds to mesh attribute semantic and each value is the index of the accessor containing attribute's data
  71652. */
  71653. attributes: {
  71654. [name: string]: number;
  71655. };
  71656. /**
  71657. * The index of the accessor that contains the indices
  71658. */
  71659. indices?: number;
  71660. /**
  71661. * The index of the material to apply to this primitive when rendering
  71662. */
  71663. material?: number;
  71664. /**
  71665. * The type of primitives to render. All valid values correspond to WebGL enums
  71666. */
  71667. mode?: MeshPrimitiveMode;
  71668. /**
  71669. * An array of Morph Targets, each Morph Target is a dictionary mapping attributes (only POSITION, NORMAL, and TANGENT supported) to their deviations in the Morph Target
  71670. */
  71671. targets?: {
  71672. [name: string]: number;
  71673. }[];
  71674. }
  71675. /**
  71676. * A set of primitives to be rendered. A node can contain one mesh. A node's transform places the mesh in the scene
  71677. */
  71678. interface IMesh extends IChildRootProperty {
  71679. /**
  71680. * An array of primitives, each defining geometry to be rendered with a material
  71681. */
  71682. primitives: IMeshPrimitive[];
  71683. /**
  71684. * Array of weights to be applied to the Morph Targets
  71685. */
  71686. weights?: number[];
  71687. }
  71688. /**
  71689. * A node in the node hierarchy
  71690. */
  71691. interface INode extends IChildRootProperty {
  71692. /**
  71693. * The index of the camera referenced by this node
  71694. */
  71695. camera?: number;
  71696. /**
  71697. * The indices of this node's children
  71698. */
  71699. children?: number[];
  71700. /**
  71701. * The index of the skin referenced by this node
  71702. */
  71703. skin?: number;
  71704. /**
  71705. * A floating-point 4x4 transformation matrix stored in column-major order
  71706. */
  71707. matrix?: number[];
  71708. /**
  71709. * The index of the mesh in this node
  71710. */
  71711. mesh?: number;
  71712. /**
  71713. * The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar
  71714. */
  71715. rotation?: number[];
  71716. /**
  71717. * The node's non-uniform scale, given as the scaling factors along the x, y, and z axes
  71718. */
  71719. scale?: number[];
  71720. /**
  71721. * The node's translation along the x, y, and z axes
  71722. */
  71723. translation?: number[];
  71724. /**
  71725. * The weights of the instantiated Morph Target. Number of elements must match number of Morph Targets of used mesh
  71726. */
  71727. weights?: number[];
  71728. }
  71729. /**
  71730. * Texture sampler properties for filtering and wrapping modes
  71731. */
  71732. interface ISampler extends IChildRootProperty {
  71733. /**
  71734. * Magnification filter. Valid values correspond to WebGL enums: 9728 (NEAREST) and 9729 (LINEAR)
  71735. */
  71736. magFilter?: TextureMagFilter;
  71737. /**
  71738. * Minification filter. All valid values correspond to WebGL enums
  71739. */
  71740. minFilter?: TextureMinFilter;
  71741. /**
  71742. * S (U) wrapping mode. All valid values correspond to WebGL enums
  71743. */
  71744. wrapS?: TextureWrapMode;
  71745. /**
  71746. * T (V) wrapping mode. All valid values correspond to WebGL enums
  71747. */
  71748. wrapT?: TextureWrapMode;
  71749. }
  71750. /**
  71751. * The root nodes of a scene
  71752. */
  71753. interface IScene extends IChildRootProperty {
  71754. /**
  71755. * The indices of each root node
  71756. */
  71757. nodes: number[];
  71758. }
  71759. /**
  71760. * Joints and matrices defining a skin
  71761. */
  71762. interface ISkin extends IChildRootProperty {
  71763. /**
  71764. * The index of the accessor containing the floating-point 4x4 inverse-bind matrices. The default is that each matrix is a 4x4 identity matrix, which implies that inverse-bind matrices were pre-applied
  71765. */
  71766. inverseBindMatrices?: number;
  71767. /**
  71768. * The index of the node used as a skeleton root. When undefined, joints transforms resolve to scene root
  71769. */
  71770. skeleton?: number;
  71771. /**
  71772. * Indices of skeleton nodes, used as joints in this skin. The array length must be the same as the count property of the inverseBindMatrices accessor (when defined)
  71773. */
  71774. joints: number[];
  71775. }
  71776. /**
  71777. * A texture and its sampler
  71778. */
  71779. interface ITexture extends IChildRootProperty {
  71780. /**
  71781. * The index of the sampler used by this texture. When undefined, a sampler with repeat wrapping and auto filtering should be used
  71782. */
  71783. sampler?: number;
  71784. /**
  71785. * The index of the image used by this texture
  71786. */
  71787. source: number;
  71788. }
  71789. /**
  71790. * Reference to a texture
  71791. */
  71792. interface ITextureInfo extends IProperty {
  71793. /**
  71794. * The index of the texture
  71795. */
  71796. index: number;
  71797. /**
  71798. * The set index of texture's TEXCOORD attribute used for texture coordinate mapping
  71799. */
  71800. texCoord?: number;
  71801. }
  71802. /**
  71803. * The root object for a glTF asset
  71804. */
  71805. interface IGLTF extends IProperty {
  71806. /**
  71807. * An array of accessors. An accessor is a typed view into a bufferView
  71808. */
  71809. accessors?: IAccessor[];
  71810. /**
  71811. * An array of keyframe animations
  71812. */
  71813. animations?: IAnimation[];
  71814. /**
  71815. * Metadata about the glTF asset
  71816. */
  71817. asset: IAsset;
  71818. /**
  71819. * An array of buffers. A buffer points to binary geometry, animation, or skins
  71820. */
  71821. buffers?: IBuffer[];
  71822. /**
  71823. * An array of bufferViews. A bufferView is a view into a buffer generally representing a subset of the buffer
  71824. */
  71825. bufferViews?: IBufferView[];
  71826. /**
  71827. * An array of cameras
  71828. */
  71829. cameras?: ICamera[];
  71830. /**
  71831. * Names of glTF extensions used somewhere in this asset
  71832. */
  71833. extensionsUsed?: string[];
  71834. /**
  71835. * Names of glTF extensions required to properly load this asset
  71836. */
  71837. extensionsRequired?: string[];
  71838. /**
  71839. * An array of images. An image defines data used to create a texture
  71840. */
  71841. images?: IImage[];
  71842. /**
  71843. * An array of materials. A material defines the appearance of a primitive
  71844. */
  71845. materials?: IMaterial[];
  71846. /**
  71847. * An array of meshes. A mesh is a set of primitives to be rendered
  71848. */
  71849. meshes?: IMesh[];
  71850. /**
  71851. * An array of nodes
  71852. */
  71853. nodes?: INode[];
  71854. /**
  71855. * An array of samplers. A sampler contains properties for texture filtering and wrapping modes
  71856. */
  71857. samplers?: ISampler[];
  71858. /**
  71859. * The index of the default scene
  71860. */
  71861. scene?: number;
  71862. /**
  71863. * An array of scenes
  71864. */
  71865. scenes?: IScene[];
  71866. /**
  71867. * An array of skins. A skin is defined by joints and matrices
  71868. */
  71869. skins?: ISkin[];
  71870. /**
  71871. * An array of textures
  71872. */
  71873. textures?: ITexture[];
  71874. }
  71875. /**
  71876. * The glTF validation results
  71877. * @ignore
  71878. */
  71879. interface IGLTFValidationResults {
  71880. info: {
  71881. generator: string;
  71882. hasAnimations: boolean;
  71883. hasDefaultScene: boolean;
  71884. hasMaterials: boolean;
  71885. hasMorphTargets: boolean;
  71886. hasSkins: boolean;
  71887. hasTextures: boolean;
  71888. maxAttributesUsed: number;
  71889. primitivesCount: number
  71890. };
  71891. issues: {
  71892. messages: Array<string>;
  71893. numErrors: number;
  71894. numHints: number;
  71895. numInfos: number;
  71896. numWarnings: number;
  71897. truncated: boolean
  71898. };
  71899. mimeType: string;
  71900. uri: string;
  71901. validatedAt: string;
  71902. validatorVersion: string;
  71903. }
  71904. /**
  71905. * The glTF validation options
  71906. */
  71907. interface IGLTFValidationOptions {
  71908. /** Uri to use */
  71909. uri?: string;
  71910. /** Function used to load external resources */
  71911. externalResourceFunction?: (uri: string) => Promise<Uint8Array>;
  71912. /** Boolean indicating that we need to validate accessor data */
  71913. validateAccessorData?: boolean;
  71914. /** max number of issues allowed */
  71915. maxIssues?: number;
  71916. /** Ignored issues */
  71917. ignoredIssues?: Array<string>;
  71918. /** Value to override severy settings */
  71919. severityOverrides?: Object;
  71920. }
  71921. /**
  71922. * The glTF validator object
  71923. * @ignore
  71924. */
  71925. interface IGLTFValidator {
  71926. validateBytes: (data: Uint8Array, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
  71927. validateString: (json: string, options?: IGLTFValidationOptions) => Promise<IGLTFValidationResults>;
  71928. }
  71929. }
  71930. declare module BABYLON {
  71931. /** @hidden */
  71932. export var cellPixelShader: {
  71933. name: string;
  71934. shader: string;
  71935. };
  71936. }
  71937. declare module BABYLON {
  71938. /** @hidden */
  71939. export var cellVertexShader: {
  71940. name: string;
  71941. shader: string;
  71942. };
  71943. }
  71944. declare module BABYLON {
  71945. export class CellMaterial extends BABYLON.PushMaterial {
  71946. private _diffuseTexture;
  71947. diffuseTexture: BABYLON.BaseTexture;
  71948. diffuseColor: BABYLON.Color3;
  71949. _computeHighLevel: boolean;
  71950. computeHighLevel: boolean;
  71951. private _disableLighting;
  71952. disableLighting: boolean;
  71953. private _maxSimultaneousLights;
  71954. maxSimultaneousLights: number;
  71955. private _renderId;
  71956. constructor(name: string, scene: BABYLON.Scene);
  71957. needAlphaBlending(): boolean;
  71958. needAlphaTesting(): boolean;
  71959. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  71960. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  71961. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  71962. getAnimatables(): BABYLON.IAnimatable[];
  71963. getActiveTextures(): BABYLON.BaseTexture[];
  71964. hasTexture(texture: BABYLON.BaseTexture): boolean;
  71965. dispose(forceDisposeEffect?: boolean): void;
  71966. getClassName(): string;
  71967. clone(name: string): CellMaterial;
  71968. serialize(): any;
  71969. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): CellMaterial;
  71970. }
  71971. }
  71972. declare module BABYLON {
  71973. export class CustomShaderStructure {
  71974. FragmentStore: string;
  71975. VertexStore: string;
  71976. constructor();
  71977. }
  71978. export class ShaderSpecialParts {
  71979. constructor();
  71980. Fragment_Begin: string;
  71981. Fragment_Definitions: string;
  71982. Fragment_MainBegin: string;
  71983. Fragment_Custom_Diffuse: string;
  71984. Fragment_Before_Lights: string;
  71985. Fragment_Before_Fog: string;
  71986. Fragment_Custom_Alpha: string;
  71987. Fragment_Before_FragColor: string;
  71988. Vertex_Begin: string;
  71989. Vertex_Definitions: string;
  71990. Vertex_MainBegin: string;
  71991. Vertex_Before_PositionUpdated: string;
  71992. Vertex_Before_NormalUpdated: string;
  71993. Vertex_MainEnd: string;
  71994. }
  71995. export class CustomMaterial extends BABYLON.StandardMaterial {
  71996. static ShaderIndexer: number;
  71997. CustomParts: ShaderSpecialParts;
  71998. _isCreatedShader: boolean;
  71999. _createdShaderName: string;
  72000. _customUniform: string[];
  72001. _newUniforms: string[];
  72002. _newUniformInstances: any[];
  72003. _newSamplerInstances: BABYLON.Texture[];
  72004. FragmentShader: string;
  72005. VertexShader: string;
  72006. AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.Effect): void;
  72007. ReviewUniform(name: string, arr: string[]): string[];
  72008. Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: BABYLON.StandardMaterialDefines): string;
  72009. constructor(name: string, scene: BABYLON.Scene);
  72010. AddUniform(name: string, kind: string, param: any): CustomMaterial;
  72011. Fragment_Begin(shaderPart: string): CustomMaterial;
  72012. Fragment_Definitions(shaderPart: string): CustomMaterial;
  72013. Fragment_MainBegin(shaderPart: string): CustomMaterial;
  72014. Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
  72015. Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
  72016. Fragment_Before_Lights(shaderPart: string): CustomMaterial;
  72017. Fragment_Before_Fog(shaderPart: string): CustomMaterial;
  72018. Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
  72019. Vertex_Begin(shaderPart: string): CustomMaterial;
  72020. Vertex_Definitions(shaderPart: string): CustomMaterial;
  72021. Vertex_MainBegin(shaderPart: string): CustomMaterial;
  72022. Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
  72023. Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
  72024. Vertex_MainEnd(shaderPart: string): CustomMaterial;
  72025. }
  72026. }
  72027. declare module BABYLON {
  72028. export class ShaderAlebdoParts {
  72029. constructor();
  72030. Fragment_Begin: string;
  72031. Fragment_Definitions: string;
  72032. Fragment_MainBegin: string;
  72033. Fragment_Custom_Albedo: string;
  72034. Fragment_Before_Lights: string;
  72035. Fragment_Custom_MetallicRoughness: string;
  72036. Fragment_Custom_MicroSurface: string;
  72037. Fragment_Before_Fog: string;
  72038. Fragment_Custom_Alpha: string;
  72039. Fragment_Before_FragColor: string;
  72040. Vertex_Begin: string;
  72041. Vertex_Definitions: string;
  72042. Vertex_MainBegin: string;
  72043. Vertex_Before_PositionUpdated: string;
  72044. Vertex_Before_NormalUpdated: string;
  72045. Vertex_MainEnd: string;
  72046. }
  72047. export class PBRCustomMaterial extends BABYLON.PBRMaterial {
  72048. static ShaderIndexer: number;
  72049. CustomParts: ShaderAlebdoParts;
  72050. _isCreatedShader: boolean;
  72051. _createdShaderName: string;
  72052. _customUniform: string[];
  72053. _newUniforms: string[];
  72054. _newUniformInstances: any[];
  72055. _newSamplerInstances: BABYLON.Texture[];
  72056. FragmentShader: string;
  72057. VertexShader: string;
  72058. AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.Effect): void;
  72059. ReviewUniform(name: string, arr: string[]): string[];
  72060. Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: BABYLON.PBRMaterialDefines): string;
  72061. constructor(name: string, scene: BABYLON.Scene);
  72062. AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
  72063. Fragment_Begin(shaderPart: string): PBRCustomMaterial;
  72064. Fragment_Definitions(shaderPart: string): PBRCustomMaterial;
  72065. Fragment_MainBegin(shaderPart: string): PBRCustomMaterial;
  72066. Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial;
  72067. Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial;
  72068. Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial;
  72069. Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial;
  72070. Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial;
  72071. Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial;
  72072. Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial;
  72073. Vertex_Begin(shaderPart: string): PBRCustomMaterial;
  72074. Vertex_Definitions(shaderPart: string): PBRCustomMaterial;
  72075. Vertex_MainBegin(shaderPart: string): PBRCustomMaterial;
  72076. Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial;
  72077. Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial;
  72078. Vertex_MainEnd(shaderPart: string): PBRCustomMaterial;
  72079. }
  72080. }
  72081. declare module BABYLON {
  72082. /** @hidden */
  72083. export var firePixelShader: {
  72084. name: string;
  72085. shader: string;
  72086. };
  72087. }
  72088. declare module BABYLON {
  72089. /** @hidden */
  72090. export var fireVertexShader: {
  72091. name: string;
  72092. shader: string;
  72093. };
  72094. }
  72095. declare module BABYLON {
  72096. export class FireMaterial extends BABYLON.PushMaterial {
  72097. private _diffuseTexture;
  72098. diffuseTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
  72099. private _distortionTexture;
  72100. distortionTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
  72101. private _opacityTexture;
  72102. opacityTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
  72103. diffuseColor: BABYLON.Color3;
  72104. speed: number;
  72105. private _scaledDiffuse;
  72106. private _renderId;
  72107. private _lastTime;
  72108. constructor(name: string, scene: BABYLON.Scene);
  72109. needAlphaBlending(): boolean;
  72110. needAlphaTesting(): boolean;
  72111. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72112. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72113. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72114. getAnimatables(): BABYLON.IAnimatable[];
  72115. getActiveTextures(): BABYLON.BaseTexture[];
  72116. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72117. getClassName(): string;
  72118. dispose(forceDisposeEffect?: boolean): void;
  72119. clone(name: string): FireMaterial;
  72120. serialize(): any;
  72121. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FireMaterial;
  72122. }
  72123. }
  72124. declare module BABYLON {
  72125. /** @hidden */
  72126. export var furPixelShader: {
  72127. name: string;
  72128. shader: string;
  72129. };
  72130. }
  72131. declare module BABYLON {
  72132. /** @hidden */
  72133. export var furVertexShader: {
  72134. name: string;
  72135. shader: string;
  72136. };
  72137. }
  72138. declare module BABYLON {
  72139. export class FurMaterial extends BABYLON.PushMaterial {
  72140. private _diffuseTexture;
  72141. diffuseTexture: BABYLON.BaseTexture;
  72142. private _heightTexture;
  72143. heightTexture: BABYLON.BaseTexture;
  72144. diffuseColor: BABYLON.Color3;
  72145. furLength: number;
  72146. furAngle: number;
  72147. furColor: BABYLON.Color3;
  72148. furOffset: number;
  72149. furSpacing: number;
  72150. furGravity: BABYLON.Vector3;
  72151. furSpeed: number;
  72152. furDensity: number;
  72153. furOcclusion: number;
  72154. furTexture: BABYLON.DynamicTexture;
  72155. private _disableLighting;
  72156. disableLighting: boolean;
  72157. private _maxSimultaneousLights;
  72158. maxSimultaneousLights: number;
  72159. highLevelFur: boolean;
  72160. _meshes: BABYLON.AbstractMesh[];
  72161. private _renderId;
  72162. private _furTime;
  72163. constructor(name: string, scene: BABYLON.Scene);
  72164. furTime: number;
  72165. needAlphaBlending(): boolean;
  72166. needAlphaTesting(): boolean;
  72167. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72168. updateFur(): void;
  72169. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72170. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72171. getAnimatables(): BABYLON.IAnimatable[];
  72172. getActiveTextures(): BABYLON.BaseTexture[];
  72173. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72174. dispose(forceDisposeEffect?: boolean): void;
  72175. clone(name: string): FurMaterial;
  72176. serialize(): any;
  72177. getClassName(): string;
  72178. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FurMaterial;
  72179. static GenerateTexture(name: string, scene: BABYLON.Scene): BABYLON.DynamicTexture;
  72180. static FurifyMesh(sourceMesh: BABYLON.Mesh, quality: number): BABYLON.Mesh[];
  72181. }
  72182. }
  72183. declare module BABYLON {
  72184. /** @hidden */
  72185. export var gradientPixelShader: {
  72186. name: string;
  72187. shader: string;
  72188. };
  72189. }
  72190. declare module BABYLON {
  72191. /** @hidden */
  72192. export var gradientVertexShader: {
  72193. name: string;
  72194. shader: string;
  72195. };
  72196. }
  72197. declare module BABYLON {
  72198. export class GradientMaterial extends BABYLON.PushMaterial {
  72199. private _maxSimultaneousLights;
  72200. maxSimultaneousLights: number;
  72201. topColor: BABYLON.Color3;
  72202. topColorAlpha: number;
  72203. bottomColor: BABYLON.Color3;
  72204. bottomColorAlpha: number;
  72205. offset: number;
  72206. scale: number;
  72207. smoothness: number;
  72208. private _disableLighting;
  72209. disableLighting: boolean;
  72210. private _renderId;
  72211. constructor(name: string, scene: BABYLON.Scene);
  72212. needAlphaBlending(): boolean;
  72213. needAlphaTesting(): boolean;
  72214. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72215. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72216. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72217. getAnimatables(): BABYLON.IAnimatable[];
  72218. dispose(forceDisposeEffect?: boolean): void;
  72219. clone(name: string): GradientMaterial;
  72220. serialize(): any;
  72221. getClassName(): string;
  72222. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GradientMaterial;
  72223. }
  72224. }
  72225. declare module BABYLON {
  72226. /** @hidden */
  72227. export var gridPixelShader: {
  72228. name: string;
  72229. shader: string;
  72230. };
  72231. }
  72232. declare module BABYLON {
  72233. /** @hidden */
  72234. export var gridVertexShader: {
  72235. name: string;
  72236. shader: string;
  72237. };
  72238. }
  72239. declare module BABYLON {
  72240. /**
  72241. * The grid materials allows you to wrap any shape with a grid.
  72242. * Colors are customizable.
  72243. */
  72244. export class GridMaterial extends BABYLON.PushMaterial {
  72245. /**
  72246. * Main color of the grid (e.g. between lines)
  72247. */
  72248. mainColor: BABYLON.Color3;
  72249. /**
  72250. * Color of the grid lines.
  72251. */
  72252. lineColor: BABYLON.Color3;
  72253. /**
  72254. * The scale of the grid compared to unit.
  72255. */
  72256. gridRatio: number;
  72257. /**
  72258. * Allows setting an offset for the grid lines.
  72259. */
  72260. gridOffset: BABYLON.Vector3;
  72261. /**
  72262. * The frequency of thicker lines.
  72263. */
  72264. majorUnitFrequency: number;
  72265. /**
  72266. * The visibility of minor units in the grid.
  72267. */
  72268. minorUnitVisibility: number;
  72269. /**
  72270. * The grid opacity outside of the lines.
  72271. */
  72272. opacity: number;
  72273. /**
  72274. * Determine RBG output is premultiplied by alpha value.
  72275. */
  72276. preMultiplyAlpha: boolean;
  72277. private _opacityTexture;
  72278. opacityTexture: BABYLON.BaseTexture;
  72279. private _gridControl;
  72280. private _renderId;
  72281. /**
  72282. * constructor
  72283. * @param name The name given to the material in order to identify it afterwards.
  72284. * @param scene The scene the material is used in.
  72285. */
  72286. constructor(name: string, scene: BABYLON.Scene);
  72287. /**
  72288. * Returns wehter or not the grid requires alpha blending.
  72289. */
  72290. needAlphaBlending(): boolean;
  72291. needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): boolean;
  72292. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72293. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72294. /**
  72295. * Dispose the material and its associated resources.
  72296. * @param forceDisposeEffect will also dispose the used effect when true
  72297. */
  72298. dispose(forceDisposeEffect?: boolean): void;
  72299. clone(name: string): GridMaterial;
  72300. serialize(): any;
  72301. getClassName(): string;
  72302. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GridMaterial;
  72303. }
  72304. }
  72305. declare module BABYLON {
  72306. /** @hidden */
  72307. export var lavaPixelShader: {
  72308. name: string;
  72309. shader: string;
  72310. };
  72311. }
  72312. declare module BABYLON {
  72313. /** @hidden */
  72314. export var lavaVertexShader: {
  72315. name: string;
  72316. shader: string;
  72317. };
  72318. }
  72319. declare module BABYLON {
  72320. export class LavaMaterial extends BABYLON.PushMaterial {
  72321. private _diffuseTexture;
  72322. diffuseTexture: BABYLON.BaseTexture;
  72323. noiseTexture: BABYLON.BaseTexture;
  72324. fogColor: BABYLON.Color3;
  72325. speed: number;
  72326. movingSpeed: number;
  72327. lowFrequencySpeed: number;
  72328. fogDensity: number;
  72329. private _lastTime;
  72330. diffuseColor: BABYLON.Color3;
  72331. private _disableLighting;
  72332. disableLighting: boolean;
  72333. private _unlit;
  72334. unlit: boolean;
  72335. private _maxSimultaneousLights;
  72336. maxSimultaneousLights: number;
  72337. private _scaledDiffuse;
  72338. private _renderId;
  72339. constructor(name: string, scene: BABYLON.Scene);
  72340. needAlphaBlending(): boolean;
  72341. needAlphaTesting(): boolean;
  72342. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72343. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72344. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72345. getAnimatables(): BABYLON.IAnimatable[];
  72346. getActiveTextures(): BABYLON.BaseTexture[];
  72347. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72348. dispose(forceDisposeEffect?: boolean): void;
  72349. clone(name: string): LavaMaterial;
  72350. serialize(): any;
  72351. getClassName(): string;
  72352. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
  72353. }
  72354. }
  72355. declare module BABYLON {
  72356. /** @hidden */
  72357. export var mixPixelShader: {
  72358. name: string;
  72359. shader: string;
  72360. };
  72361. }
  72362. declare module BABYLON {
  72363. /** @hidden */
  72364. export var mixVertexShader: {
  72365. name: string;
  72366. shader: string;
  72367. };
  72368. }
  72369. declare module BABYLON {
  72370. export class MixMaterial extends BABYLON.PushMaterial {
  72371. /**
  72372. * Mix textures
  72373. */
  72374. private _mixTexture1;
  72375. mixTexture1: BABYLON.BaseTexture;
  72376. private _mixTexture2;
  72377. mixTexture2: BABYLON.BaseTexture;
  72378. /**
  72379. * Diffuse textures
  72380. */
  72381. private _diffuseTexture1;
  72382. diffuseTexture1: BABYLON.Texture;
  72383. private _diffuseTexture2;
  72384. diffuseTexture2: BABYLON.Texture;
  72385. private _diffuseTexture3;
  72386. diffuseTexture3: BABYLON.Texture;
  72387. private _diffuseTexture4;
  72388. diffuseTexture4: BABYLON.Texture;
  72389. private _diffuseTexture5;
  72390. diffuseTexture5: BABYLON.Texture;
  72391. private _diffuseTexture6;
  72392. diffuseTexture6: BABYLON.Texture;
  72393. private _diffuseTexture7;
  72394. diffuseTexture7: BABYLON.Texture;
  72395. private _diffuseTexture8;
  72396. diffuseTexture8: BABYLON.Texture;
  72397. /**
  72398. * Uniforms
  72399. */
  72400. diffuseColor: BABYLON.Color3;
  72401. specularColor: BABYLON.Color3;
  72402. specularPower: number;
  72403. private _disableLighting;
  72404. disableLighting: boolean;
  72405. private _maxSimultaneousLights;
  72406. maxSimultaneousLights: number;
  72407. private _renderId;
  72408. constructor(name: string, scene: BABYLON.Scene);
  72409. needAlphaBlending(): boolean;
  72410. needAlphaTesting(): boolean;
  72411. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72412. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72413. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72414. getAnimatables(): BABYLON.IAnimatable[];
  72415. getActiveTextures(): BABYLON.BaseTexture[];
  72416. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72417. dispose(forceDisposeEffect?: boolean): void;
  72418. clone(name: string): MixMaterial;
  72419. serialize(): any;
  72420. getClassName(): string;
  72421. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
  72422. }
  72423. }
  72424. declare module BABYLON {
  72425. /** @hidden */
  72426. export var normalPixelShader: {
  72427. name: string;
  72428. shader: string;
  72429. };
  72430. }
  72431. declare module BABYLON {
  72432. /** @hidden */
  72433. export var normalVertexShader: {
  72434. name: string;
  72435. shader: string;
  72436. };
  72437. }
  72438. declare module BABYLON {
  72439. export class NormalMaterial extends BABYLON.PushMaterial {
  72440. private _diffuseTexture;
  72441. diffuseTexture: BABYLON.BaseTexture;
  72442. diffuseColor: BABYLON.Color3;
  72443. private _disableLighting;
  72444. disableLighting: boolean;
  72445. private _maxSimultaneousLights;
  72446. maxSimultaneousLights: number;
  72447. private _renderId;
  72448. constructor(name: string, scene: BABYLON.Scene);
  72449. needAlphaBlending(): boolean;
  72450. needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): boolean;
  72451. needAlphaTesting(): boolean;
  72452. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72453. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72454. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72455. getAnimatables(): BABYLON.IAnimatable[];
  72456. getActiveTextures(): BABYLON.BaseTexture[];
  72457. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72458. dispose(forceDisposeEffect?: boolean): void;
  72459. clone(name: string): NormalMaterial;
  72460. serialize(): any;
  72461. getClassName(): string;
  72462. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
  72463. }
  72464. }
  72465. declare module BABYLON {
  72466. /** @hidden */
  72467. export var shadowOnlyPixelShader: {
  72468. name: string;
  72469. shader: string;
  72470. };
  72471. }
  72472. declare module BABYLON {
  72473. /** @hidden */
  72474. export var shadowOnlyVertexShader: {
  72475. name: string;
  72476. shader: string;
  72477. };
  72478. }
  72479. declare module BABYLON {
  72480. export class ShadowOnlyMaterial extends BABYLON.PushMaterial {
  72481. private _renderId;
  72482. private _activeLight;
  72483. constructor(name: string, scene: BABYLON.Scene);
  72484. shadowColor: BABYLON.Color3;
  72485. needAlphaBlending(): boolean;
  72486. needAlphaTesting(): boolean;
  72487. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72488. activeLight: BABYLON.IShadowLight;
  72489. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72490. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72491. clone(name: string): ShadowOnlyMaterial;
  72492. serialize(): any;
  72493. getClassName(): string;
  72494. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
  72495. }
  72496. }
  72497. declare module BABYLON {
  72498. /** @hidden */
  72499. export var simplePixelShader: {
  72500. name: string;
  72501. shader: string;
  72502. };
  72503. }
  72504. declare module BABYLON {
  72505. /** @hidden */
  72506. export var simpleVertexShader: {
  72507. name: string;
  72508. shader: string;
  72509. };
  72510. }
  72511. declare module BABYLON {
  72512. export class SimpleMaterial extends BABYLON.PushMaterial {
  72513. private _diffuseTexture;
  72514. diffuseTexture: BABYLON.BaseTexture;
  72515. diffuseColor: BABYLON.Color3;
  72516. private _disableLighting;
  72517. disableLighting: boolean;
  72518. private _maxSimultaneousLights;
  72519. maxSimultaneousLights: number;
  72520. private _renderId;
  72521. constructor(name: string, scene: BABYLON.Scene);
  72522. needAlphaBlending(): boolean;
  72523. needAlphaTesting(): boolean;
  72524. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72525. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72526. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72527. getAnimatables(): BABYLON.IAnimatable[];
  72528. getActiveTextures(): BABYLON.BaseTexture[];
  72529. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72530. dispose(forceDisposeEffect?: boolean): void;
  72531. clone(name: string): SimpleMaterial;
  72532. serialize(): any;
  72533. getClassName(): string;
  72534. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
  72535. }
  72536. }
  72537. declare module BABYLON {
  72538. /** @hidden */
  72539. export var skyPixelShader: {
  72540. name: string;
  72541. shader: string;
  72542. };
  72543. }
  72544. declare module BABYLON {
  72545. /** @hidden */
  72546. export var skyVertexShader: {
  72547. name: string;
  72548. shader: string;
  72549. };
  72550. }
  72551. declare module BABYLON {
  72552. /**
  72553. * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
  72554. * @see https://doc.babylonjs.com/extensions/sky
  72555. */
  72556. export class SkyMaterial extends BABYLON.PushMaterial {
  72557. /**
  72558. * Defines the overall luminance of sky in interval ]0, 1[.
  72559. */
  72560. luminance: number;
  72561. /**
  72562. * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
  72563. */
  72564. turbidity: number;
  72565. /**
  72566. * Defines the sky appearance (light intensity).
  72567. */
  72568. rayleigh: number;
  72569. /**
  72570. * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
  72571. */
  72572. mieCoefficient: number;
  72573. /**
  72574. * Defines the amount of haze particles following the Mie scattering theory.
  72575. */
  72576. mieDirectionalG: number;
  72577. /**
  72578. * Defines the distance of the sun according to the active scene camera.
  72579. */
  72580. distance: number;
  72581. /**
  72582. * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
  72583. * "inclined".
  72584. */
  72585. inclination: number;
  72586. /**
  72587. * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
  72588. * an object direction and a reference direction.
  72589. */
  72590. azimuth: number;
  72591. /**
  72592. * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
  72593. * the property is overriden by the inclination and the azimuth and can be read at any moment.
  72594. */
  72595. sunPosition: BABYLON.Vector3;
  72596. /**
  72597. * Defines if the sun position should be computed (inclination and azimuth) according to the given
  72598. * .sunPosition property.
  72599. */
  72600. useSunPosition: boolean;
  72601. /**
  72602. * Defines an offset vector used to get a horizon offset.
  72603. * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
  72604. */
  72605. cameraOffset: BABYLON.Vector3;
  72606. private _cameraPosition;
  72607. private _renderId;
  72608. /**
  72609. * Instantiates a new sky material.
  72610. * This material allows to create dynamic and texture free
  72611. * effects for skyboxes by taking care of the atmosphere state.
  72612. * @see https://doc.babylonjs.com/extensions/sky
  72613. * @param name Define the name of the material in the scene
  72614. * @param scene Define the scene the material belong to
  72615. */
  72616. constructor(name: string, scene: BABYLON.Scene);
  72617. /**
  72618. * Specifies if the material will require alpha blending
  72619. * @returns a boolean specifying if alpha blending is needed
  72620. */
  72621. needAlphaBlending(): boolean;
  72622. /**
  72623. * Specifies if this material should be rendered in alpha test mode
  72624. * @returns false as the sky material doesn't need alpha testing.
  72625. */
  72626. needAlphaTesting(): boolean;
  72627. /**
  72628. * Get the texture used for alpha test purpose.
  72629. * @returns null as the sky material has no texture.
  72630. */
  72631. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72632. /**
  72633. * Get if the submesh is ready to be used and all its information available.
  72634. * Child classes can use it to update shaders
  72635. * @param mesh defines the mesh to check
  72636. * @param subMesh defines which submesh to check
  72637. * @param useInstances specifies that instances should be used
  72638. * @returns a boolean indicating that the submesh is ready or not
  72639. */
  72640. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72641. /**
  72642. * Binds the submesh to this material by preparing the effect and shader to draw
  72643. * @param world defines the world transformation matrix
  72644. * @param mesh defines the mesh containing the submesh
  72645. * @param subMesh defines the submesh to bind the material to
  72646. */
  72647. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72648. /**
  72649. * Get the list of animatables in the material.
  72650. * @returns the list of animatables object used in the material
  72651. */
  72652. getAnimatables(): BABYLON.IAnimatable[];
  72653. /**
  72654. * Disposes the material
  72655. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  72656. */
  72657. dispose(forceDisposeEffect?: boolean): void;
  72658. /**
  72659. * Makes a duplicate of the material, and gives it a new name
  72660. * @param name defines the new name for the duplicated material
  72661. * @returns the cloned material
  72662. */
  72663. clone(name: string): SkyMaterial;
  72664. /**
  72665. * Serializes this material in a JSON representation
  72666. * @returns the serialized material object
  72667. */
  72668. serialize(): any;
  72669. /**
  72670. * Gets the current class name of the material e.g. "SkyMaterial"
  72671. * Mainly use in serialization.
  72672. * @returns the class name
  72673. */
  72674. getClassName(): string;
  72675. /**
  72676. * Creates a sky material from parsed material data
  72677. * @param source defines the JSON representation of the material
  72678. * @param scene defines the hosting scene
  72679. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  72680. * @returns a new sky material
  72681. */
  72682. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
  72683. }
  72684. }
  72685. declare module BABYLON {
  72686. /** @hidden */
  72687. export var terrainPixelShader: {
  72688. name: string;
  72689. shader: string;
  72690. };
  72691. }
  72692. declare module BABYLON {
  72693. /** @hidden */
  72694. export var terrainVertexShader: {
  72695. name: string;
  72696. shader: string;
  72697. };
  72698. }
  72699. declare module BABYLON {
  72700. export class TerrainMaterial extends BABYLON.PushMaterial {
  72701. private _mixTexture;
  72702. mixTexture: BABYLON.BaseTexture;
  72703. private _diffuseTexture1;
  72704. diffuseTexture1: BABYLON.Texture;
  72705. private _diffuseTexture2;
  72706. diffuseTexture2: BABYLON.Texture;
  72707. private _diffuseTexture3;
  72708. diffuseTexture3: BABYLON.Texture;
  72709. private _bumpTexture1;
  72710. bumpTexture1: BABYLON.Texture;
  72711. private _bumpTexture2;
  72712. bumpTexture2: BABYLON.Texture;
  72713. private _bumpTexture3;
  72714. bumpTexture3: BABYLON.Texture;
  72715. diffuseColor: BABYLON.Color3;
  72716. specularColor: BABYLON.Color3;
  72717. specularPower: number;
  72718. private _disableLighting;
  72719. disableLighting: boolean;
  72720. private _maxSimultaneousLights;
  72721. maxSimultaneousLights: number;
  72722. private _renderId;
  72723. constructor(name: string, scene: BABYLON.Scene);
  72724. needAlphaBlending(): boolean;
  72725. needAlphaTesting(): boolean;
  72726. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72727. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72728. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72729. getAnimatables(): BABYLON.IAnimatable[];
  72730. getActiveTextures(): BABYLON.BaseTexture[];
  72731. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72732. dispose(forceDisposeEffect?: boolean): void;
  72733. clone(name: string): TerrainMaterial;
  72734. serialize(): any;
  72735. getClassName(): string;
  72736. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
  72737. }
  72738. }
  72739. declare module BABYLON {
  72740. /** @hidden */
  72741. export var triplanarPixelShader: {
  72742. name: string;
  72743. shader: string;
  72744. };
  72745. }
  72746. declare module BABYLON {
  72747. /** @hidden */
  72748. export var triplanarVertexShader: {
  72749. name: string;
  72750. shader: string;
  72751. };
  72752. }
  72753. declare module BABYLON {
  72754. export class TriPlanarMaterial extends BABYLON.PushMaterial {
  72755. mixTexture: BABYLON.BaseTexture;
  72756. private _diffuseTextureX;
  72757. diffuseTextureX: BABYLON.BaseTexture;
  72758. private _diffuseTextureY;
  72759. diffuseTextureY: BABYLON.BaseTexture;
  72760. private _diffuseTextureZ;
  72761. diffuseTextureZ: BABYLON.BaseTexture;
  72762. private _normalTextureX;
  72763. normalTextureX: BABYLON.BaseTexture;
  72764. private _normalTextureY;
  72765. normalTextureY: BABYLON.BaseTexture;
  72766. private _normalTextureZ;
  72767. normalTextureZ: BABYLON.BaseTexture;
  72768. tileSize: number;
  72769. diffuseColor: BABYLON.Color3;
  72770. specularColor: BABYLON.Color3;
  72771. specularPower: number;
  72772. private _disableLighting;
  72773. disableLighting: boolean;
  72774. private _maxSimultaneousLights;
  72775. maxSimultaneousLights: number;
  72776. private _renderId;
  72777. constructor(name: string, scene: BABYLON.Scene);
  72778. needAlphaBlending(): boolean;
  72779. needAlphaTesting(): boolean;
  72780. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72781. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72782. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72783. getAnimatables(): BABYLON.IAnimatable[];
  72784. getActiveTextures(): BABYLON.BaseTexture[];
  72785. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72786. dispose(forceDisposeEffect?: boolean): void;
  72787. clone(name: string): TriPlanarMaterial;
  72788. serialize(): any;
  72789. getClassName(): string;
  72790. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
  72791. }
  72792. }
  72793. declare module BABYLON {
  72794. /** @hidden */
  72795. export var waterPixelShader: {
  72796. name: string;
  72797. shader: string;
  72798. };
  72799. }
  72800. declare module BABYLON {
  72801. /** @hidden */
  72802. export var waterVertexShader: {
  72803. name: string;
  72804. shader: string;
  72805. };
  72806. }
  72807. declare module BABYLON {
  72808. export class WaterMaterial extends BABYLON.PushMaterial {
  72809. renderTargetSize: BABYLON.Vector2;
  72810. private _bumpTexture;
  72811. bumpTexture: BABYLON.BaseTexture;
  72812. diffuseColor: BABYLON.Color3;
  72813. specularColor: BABYLON.Color3;
  72814. specularPower: number;
  72815. private _disableLighting;
  72816. disableLighting: boolean;
  72817. private _maxSimultaneousLights;
  72818. maxSimultaneousLights: number;
  72819. /**
  72820. * @param {number}: Represents the wind force
  72821. */
  72822. windForce: number;
  72823. /**
  72824. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  72825. */
  72826. windDirection: BABYLON.Vector2;
  72827. /**
  72828. * @param {number}: Wave height, represents the height of the waves
  72829. */
  72830. waveHeight: number;
  72831. /**
  72832. * @param {number}: Bump height, represents the bump height related to the bump map
  72833. */
  72834. bumpHeight: number;
  72835. /**
  72836. * @param {boolean}: Add a smaller moving bump to less steady waves.
  72837. */
  72838. private _bumpSuperimpose;
  72839. bumpSuperimpose: boolean;
  72840. /**
  72841. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  72842. */
  72843. private _fresnelSeparate;
  72844. fresnelSeparate: boolean;
  72845. /**
  72846. * @param {boolean}: bump Waves modify the reflection.
  72847. */
  72848. private _bumpAffectsReflection;
  72849. bumpAffectsReflection: boolean;
  72850. /**
  72851. * @param {number}: The water color blended with the refraction (near)
  72852. */
  72853. waterColor: BABYLON.Color3;
  72854. /**
  72855. * @param {number}: The blend factor related to the water color
  72856. */
  72857. colorBlendFactor: number;
  72858. /**
  72859. * @param {number}: The water color blended with the reflection (far)
  72860. */
  72861. waterColor2: BABYLON.Color3;
  72862. /**
  72863. * @param {number}: The blend factor related to the water color (reflection, far)
  72864. */
  72865. colorBlendFactor2: number;
  72866. /**
  72867. * @param {number}: Represents the maximum length of a wave
  72868. */
  72869. waveLength: number;
  72870. /**
  72871. * @param {number}: Defines the waves speed
  72872. */
  72873. waveSpeed: number;
  72874. /**
  72875. * Sets or gets wether or not automatic clipping should be enabled or not. Setting to true will save performances and
  72876. * will avoid calculating useless pixels in the pixel shader of the water material.
  72877. */
  72878. disableClipPlane: boolean;
  72879. protected _renderTargets: BABYLON.SmartArray<BABYLON.RenderTargetTexture>;
  72880. private _mesh;
  72881. private _refractionRTT;
  72882. private _reflectionRTT;
  72883. private _reflectionTransform;
  72884. private _lastTime;
  72885. private _lastDeltaTime;
  72886. private _renderId;
  72887. private _useLogarithmicDepth;
  72888. private _waitingRenderList;
  72889. private _imageProcessingConfiguration;
  72890. private _imageProcessingObserver;
  72891. /**
  72892. * Gets a boolean indicating that current material needs to register RTT
  72893. */
  72894. readonly hasRenderTargetTextures: boolean;
  72895. /**
  72896. * Constructor
  72897. */
  72898. constructor(name: string, scene: BABYLON.Scene, renderTargetSize?: BABYLON.Vector2);
  72899. useLogarithmicDepth: boolean;
  72900. readonly refractionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
  72901. readonly reflectionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
  72902. addToRenderList(node: any): void;
  72903. enableRenderTargets(enable: boolean): void;
  72904. getRenderList(): BABYLON.Nullable<BABYLON.AbstractMesh[]>;
  72905. readonly renderTargetsEnabled: boolean;
  72906. needAlphaBlending(): boolean;
  72907. needAlphaTesting(): boolean;
  72908. getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
  72909. isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
  72910. bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
  72911. private _createRenderTargets;
  72912. getAnimatables(): BABYLON.IAnimatable[];
  72913. getActiveTextures(): BABYLON.BaseTexture[];
  72914. hasTexture(texture: BABYLON.BaseTexture): boolean;
  72915. dispose(forceDisposeEffect?: boolean): void;
  72916. clone(name: string): WaterMaterial;
  72917. serialize(): any;
  72918. getClassName(): string;
  72919. static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
  72920. static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
  72921. }
  72922. }
  72923. declare module BABYLON {
  72924. /** @hidden */
  72925. export var asciiartPixelShader: {
  72926. name: string;
  72927. shader: string;
  72928. };
  72929. }
  72930. declare module BABYLON {
  72931. /**
  72932. * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
  72933. *
  72934. * It basically takes care rendering the font front the given font size to a texture.
  72935. * This is used later on in the postprocess.
  72936. */
  72937. export class AsciiArtFontTexture extends BABYLON.BaseTexture {
  72938. private _font;
  72939. private _text;
  72940. private _charSize;
  72941. /**
  72942. * Gets the size of one char in the texture (each char fits in size * size space in the texture).
  72943. */
  72944. readonly charSize: number;
  72945. /**
  72946. * Create a new instance of the Ascii Art FontTexture class
  72947. * @param name the name of the texture
  72948. * @param font the font to use, use the W3C CSS notation
  72949. * @param text the caracter set to use in the rendering.
  72950. * @param scene the scene that owns the texture
  72951. */
  72952. constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
  72953. /**
  72954. * Gets the max char width of a font.
  72955. * @param font the font to use, use the W3C CSS notation
  72956. * @return the max char width
  72957. */
  72958. private getFontWidth;
  72959. /**
  72960. * Gets the max char height of a font.
  72961. * @param font the font to use, use the W3C CSS notation
  72962. * @return the max char height
  72963. */
  72964. private getFontHeight;
  72965. /**
  72966. * Clones the current AsciiArtTexture.
  72967. * @return the clone of the texture.
  72968. */
  72969. clone(): AsciiArtFontTexture;
  72970. /**
  72971. * Parses a json object representing the texture and returns an instance of it.
  72972. * @param source the source JSON representation
  72973. * @param scene the scene to create the texture for
  72974. * @return the parsed texture
  72975. */
  72976. static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
  72977. }
  72978. /**
  72979. * Option available in the Ascii Art Post Process.
  72980. */
  72981. export interface IAsciiArtPostProcessOptions {
  72982. /**
  72983. * The font to use following the w3c font definition.
  72984. */
  72985. font?: string;
  72986. /**
  72987. * The character set to use in the postprocess.
  72988. */
  72989. characterSet?: string;
  72990. /**
  72991. * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
  72992. * This number is defined between 0 and 1;
  72993. */
  72994. mixToTile?: number;
  72995. /**
  72996. * This defines the amount you want to mix the normal rendering pass in the ascii art.
  72997. * This number is defined between 0 and 1;
  72998. */
  72999. mixToNormal?: number;
  73000. }
  73001. /**
  73002. * AsciiArtPostProcess helps rendering everithing in Ascii Art.
  73003. *
  73004. * Simmply add it to your scene and let the nerd that lives in you have fun.
  73005. * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
  73006. */
  73007. export class AsciiArtPostProcess extends BABYLON.PostProcess {
  73008. /**
  73009. * The font texture used to render the char in the post process.
  73010. */
  73011. private _asciiArtFontTexture;
  73012. /**
  73013. * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
  73014. * This number is defined between 0 and 1;
  73015. */
  73016. mixToTile: number;
  73017. /**
  73018. * This defines the amount you want to mix the normal rendering pass in the ascii art.
  73019. * This number is defined between 0 and 1;
  73020. */
  73021. mixToNormal: number;
  73022. /**
  73023. * Instantiates a new Ascii Art Post Process.
  73024. * @param name the name to give to the postprocess
  73025. * @camera the camera to apply the post process to.
  73026. * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
  73027. */
  73028. constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
  73029. }
  73030. }
  73031. declare module BABYLON {
  73032. /** @hidden */
  73033. export var digitalrainPixelShader: {
  73034. name: string;
  73035. shader: string;
  73036. };
  73037. }
  73038. declare module BABYLON {
  73039. /**
  73040. * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
  73041. *
  73042. * It basically takes care rendering the font front the given font size to a texture.
  73043. * This is used later on in the postprocess.
  73044. */
  73045. export class DigitalRainFontTexture extends BABYLON.BaseTexture {
  73046. private _font;
  73047. private _text;
  73048. private _charSize;
  73049. /**
  73050. * Gets the size of one char in the texture (each char fits in size * size space in the texture).
  73051. */
  73052. readonly charSize: number;
  73053. /**
  73054. * Create a new instance of the Digital Rain FontTexture class
  73055. * @param name the name of the texture
  73056. * @param font the font to use, use the W3C CSS notation
  73057. * @param text the caracter set to use in the rendering.
  73058. * @param scene the scene that owns the texture
  73059. */
  73060. constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
  73061. /**
  73062. * Gets the max char width of a font.
  73063. * @param font the font to use, use the W3C CSS notation
  73064. * @return the max char width
  73065. */
  73066. private getFontWidth;
  73067. /**
  73068. * Gets the max char height of a font.
  73069. * @param font the font to use, use the W3C CSS notation
  73070. * @return the max char height
  73071. */
  73072. private getFontHeight;
  73073. /**
  73074. * Clones the current DigitalRainFontTexture.
  73075. * @return the clone of the texture.
  73076. */
  73077. clone(): DigitalRainFontTexture;
  73078. /**
  73079. * Parses a json object representing the texture and returns an instance of it.
  73080. * @param source the source JSON representation
  73081. * @param scene the scene to create the texture for
  73082. * @return the parsed texture
  73083. */
  73084. static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
  73085. }
  73086. /**
  73087. * Option available in the Digital Rain Post Process.
  73088. */
  73089. export interface IDigitalRainPostProcessOptions {
  73090. /**
  73091. * The font to use following the w3c font definition.
  73092. */
  73093. font?: string;
  73094. /**
  73095. * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
  73096. * This number is defined between 0 and 1;
  73097. */
  73098. mixToTile?: number;
  73099. /**
  73100. * This defines the amount you want to mix the normal rendering pass in the digital rain.
  73101. * This number is defined between 0 and 1;
  73102. */
  73103. mixToNormal?: number;
  73104. }
  73105. /**
  73106. * DigitalRainPostProcess helps rendering everithing in digital rain.
  73107. *
  73108. * Simmply add it to your scene and let the nerd that lives in you have fun.
  73109. * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
  73110. */
  73111. export class DigitalRainPostProcess extends BABYLON.PostProcess {
  73112. /**
  73113. * The font texture used to render the char in the post process.
  73114. */
  73115. private _digitalRainFontTexture;
  73116. /**
  73117. * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
  73118. * This number is defined between 0 and 1;
  73119. */
  73120. mixToTile: number;
  73121. /**
  73122. * This defines the amount you want to mix the normal rendering pass in the digital rain.
  73123. * This number is defined between 0 and 1;
  73124. */
  73125. mixToNormal: number;
  73126. /**
  73127. * Instantiates a new Digital Rain Post Process.
  73128. * @param name the name to give to the postprocess
  73129. * @camera the camera to apply the post process to.
  73130. * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
  73131. */
  73132. constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
  73133. }
  73134. }
  73135. declare module BABYLON {
  73136. /** @hidden */
  73137. export var oceanPostProcessPixelShader: {
  73138. name: string;
  73139. shader: string;
  73140. };
  73141. }
  73142. declare module BABYLON {
  73143. /**
  73144. * Option available in the Ocean Post Process.
  73145. */
  73146. export interface IOceanPostProcessOptions {
  73147. /**
  73148. * The size of the reflection RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  73149. */
  73150. reflectionSize?: number | {
  73151. width: number;
  73152. height: number;
  73153. } | {
  73154. ratio: number;
  73155. };
  73156. /**
  73157. * The size of the refraction RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  73158. */
  73159. refractionSize?: number | {
  73160. width: number;
  73161. height: number;
  73162. } | {
  73163. ratio: number;
  73164. };
  73165. }
  73166. /**
  73167. * OceanPostProcess helps rendering an infinite ocean surface that can reflect and refract environment.
  73168. *
  73169. * Simmply add it to your scene and let the nerd that lives in you have fun.
  73170. * Example usage:
  73171. * var pp = new OceanPostProcess("myOcean", camera);
  73172. * pp.reflectionEnabled = true;
  73173. * pp.refractionEnabled = true;
  73174. */
  73175. export class OceanPostProcess extends BABYLON.PostProcess {
  73176. /**
  73177. * Gets a boolean indicating if the real-time reflection is enabled on the ocean.
  73178. */
  73179. /**
  73180. * Sets weither or not the real-time reflection is enabled on the ocean.
  73181. * Is set to true, the reflection mirror texture will be used as reflection texture.
  73182. */
  73183. reflectionEnabled: boolean;
  73184. /**
  73185. * Gets a boolean indicating if the real-time refraction is enabled on the ocean.
  73186. */
  73187. /**
  73188. * Sets weither or not the real-time refraction is enabled on the ocean.
  73189. * Is set to true, the refraction render target texture will be used as refraction texture.
  73190. */
  73191. refractionEnabled: boolean;
  73192. /**
  73193. * Gets wether or not the post-processes is supported by the running hardware.
  73194. * This requires draw buffer supports.
  73195. */
  73196. readonly isSupported: boolean;
  73197. /**
  73198. * This is the reflection mirror texture used to display reflections on the ocean.
  73199. * By default, render list is empty.
  73200. */
  73201. reflectionTexture: BABYLON.MirrorTexture;
  73202. /**
  73203. * This is the refraction render target texture used to display refraction on the ocean.
  73204. * By default, render list is empty.
  73205. */
  73206. refractionTexture: BABYLON.RenderTargetTexture;
  73207. private _time;
  73208. private _cameraRotation;
  73209. private _cameraViewMatrix;
  73210. private _reflectionEnabled;
  73211. private _refractionEnabled;
  73212. private _geometryRenderer;
  73213. /**
  73214. * Instantiates a new Ocean Post Process.
  73215. * @param name the name to give to the postprocess.
  73216. * @camera the camera to apply the post process to.
  73217. * @param options optional object following the IOceanPostProcessOptions format used to customize reflection and refraction render targets sizes.
  73218. */
  73219. constructor(name: string, camera: BABYLON.TargetCamera, options?: IOceanPostProcessOptions);
  73220. /**
  73221. * Returns the appropriate defines according to the current configuration.
  73222. */
  73223. private _getDefines;
  73224. /**
  73225. * Computes the current camera rotation as the shader requires a camera rotation.
  73226. */
  73227. private _computeCameraRotation;
  73228. }
  73229. }
  73230. declare module BABYLON {
  73231. /** @hidden */
  73232. export var brickProceduralTexturePixelShader: {
  73233. name: string;
  73234. shader: string;
  73235. };
  73236. }
  73237. declare module BABYLON {
  73238. export class BrickProceduralTexture extends BABYLON.ProceduralTexture {
  73239. private _numberOfBricksHeight;
  73240. private _numberOfBricksWidth;
  73241. private _jointColor;
  73242. private _brickColor;
  73243. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73244. updateShaderUniforms(): void;
  73245. numberOfBricksHeight: number;
  73246. numberOfBricksWidth: number;
  73247. jointColor: BABYLON.Color3;
  73248. brickColor: BABYLON.Color3;
  73249. /**
  73250. * Serializes this brick procedural texture
  73251. * @returns a serialized brick procedural texture object
  73252. */
  73253. serialize(): any;
  73254. /**
  73255. * Creates a Brick Procedural BABYLON.Texture from parsed brick procedural texture data
  73256. * @param parsedTexture defines parsed texture data
  73257. * @param scene defines the current scene
  73258. * @param rootUrl defines the root URL containing brick procedural texture information
  73259. * @returns a parsed Brick Procedural BABYLON.Texture
  73260. */
  73261. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): BrickProceduralTexture;
  73262. }
  73263. }
  73264. declare module BABYLON {
  73265. /** @hidden */
  73266. export var cloudProceduralTexturePixelShader: {
  73267. name: string;
  73268. shader: string;
  73269. };
  73270. }
  73271. declare module BABYLON {
  73272. export class CloudProceduralTexture extends BABYLON.ProceduralTexture {
  73273. private _skyColor;
  73274. private _cloudColor;
  73275. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73276. updateShaderUniforms(): void;
  73277. skyColor: BABYLON.Color4;
  73278. cloudColor: BABYLON.Color4;
  73279. /**
  73280. * Serializes this cloud procedural texture
  73281. * @returns a serialized cloud procedural texture object
  73282. */
  73283. serialize(): any;
  73284. /**
  73285. * Creates a Cloud Procedural BABYLON.Texture from parsed cloud procedural texture data
  73286. * @param parsedTexture defines parsed texture data
  73287. * @param scene defines the current scene
  73288. * @param rootUrl defines the root URL containing cloud procedural texture information
  73289. * @returns a parsed Cloud Procedural BABYLON.Texture
  73290. */
  73291. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): CloudProceduralTexture;
  73292. }
  73293. }
  73294. declare module BABYLON {
  73295. /** @hidden */
  73296. export var fireProceduralTexturePixelShader: {
  73297. name: string;
  73298. shader: string;
  73299. };
  73300. }
  73301. declare module BABYLON {
  73302. export class FireProceduralTexture extends BABYLON.ProceduralTexture {
  73303. private _time;
  73304. private _speed;
  73305. private _autoGenerateTime;
  73306. private _fireColors;
  73307. private _alphaThreshold;
  73308. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73309. updateShaderUniforms(): void;
  73310. render(useCameraPostProcess?: boolean): void;
  73311. static readonly PurpleFireColors: BABYLON.Color3[];
  73312. static readonly GreenFireColors: BABYLON.Color3[];
  73313. static readonly RedFireColors: BABYLON.Color3[];
  73314. static readonly BlueFireColors: BABYLON.Color3[];
  73315. autoGenerateTime: boolean;
  73316. fireColors: BABYLON.Color3[];
  73317. time: number;
  73318. speed: BABYLON.Vector2;
  73319. alphaThreshold: number;
  73320. /**
  73321. * Serializes this fire procedural texture
  73322. * @returns a serialized fire procedural texture object
  73323. */
  73324. serialize(): any;
  73325. /**
  73326. * Creates a Fire Procedural BABYLON.Texture from parsed fire procedural texture data
  73327. * @param parsedTexture defines parsed texture data
  73328. * @param scene defines the current scene
  73329. * @param rootUrl defines the root URL containing fire procedural texture information
  73330. * @returns a parsed Fire Procedural BABYLON.Texture
  73331. */
  73332. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): FireProceduralTexture;
  73333. }
  73334. }
  73335. declare module BABYLON {
  73336. /** @hidden */
  73337. export var grassProceduralTexturePixelShader: {
  73338. name: string;
  73339. shader: string;
  73340. };
  73341. }
  73342. declare module BABYLON {
  73343. export class GrassProceduralTexture extends BABYLON.ProceduralTexture {
  73344. private _grassColors;
  73345. private _groundColor;
  73346. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73347. updateShaderUniforms(): void;
  73348. grassColors: BABYLON.Color3[];
  73349. groundColor: BABYLON.Color3;
  73350. /**
  73351. * Serializes this grass procedural texture
  73352. * @returns a serialized grass procedural texture object
  73353. */
  73354. serialize(): any;
  73355. /**
  73356. * Creates a Grass Procedural BABYLON.Texture from parsed grass procedural texture data
  73357. * @param parsedTexture defines parsed texture data
  73358. * @param scene defines the current scene
  73359. * @param rootUrl defines the root URL containing grass procedural texture information
  73360. * @returns a parsed Grass Procedural BABYLON.Texture
  73361. */
  73362. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): GrassProceduralTexture;
  73363. }
  73364. }
  73365. declare module BABYLON {
  73366. /** @hidden */
  73367. export var marbleProceduralTexturePixelShader: {
  73368. name: string;
  73369. shader: string;
  73370. };
  73371. }
  73372. declare module BABYLON {
  73373. export class MarbleProceduralTexture extends BABYLON.ProceduralTexture {
  73374. private _numberOfTilesHeight;
  73375. private _numberOfTilesWidth;
  73376. private _amplitude;
  73377. private _jointColor;
  73378. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73379. updateShaderUniforms(): void;
  73380. numberOfTilesHeight: number;
  73381. amplitude: number;
  73382. numberOfTilesWidth: number;
  73383. jointColor: BABYLON.Color3;
  73384. /**
  73385. * Serializes this marble procedural texture
  73386. * @returns a serialized marble procedural texture object
  73387. */
  73388. serialize(): any;
  73389. /**
  73390. * Creates a Marble Procedural BABYLON.Texture from parsed marble procedural texture data
  73391. * @param parsedTexture defines parsed texture data
  73392. * @param scene defines the current scene
  73393. * @param rootUrl defines the root URL containing marble procedural texture information
  73394. * @returns a parsed Marble Procedural BABYLON.Texture
  73395. */
  73396. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): MarbleProceduralTexture;
  73397. }
  73398. }
  73399. declare module BABYLON {
  73400. /** @hidden */
  73401. export var normalMapProceduralTexturePixelShader: {
  73402. name: string;
  73403. shader: string;
  73404. };
  73405. }
  73406. declare module BABYLON {
  73407. export class NormalMapProceduralTexture extends BABYLON.ProceduralTexture {
  73408. private _baseTexture;
  73409. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73410. updateShaderUniforms(): void;
  73411. render(useCameraPostProcess?: boolean): void;
  73412. resize(size: any, generateMipMaps: any): void;
  73413. baseTexture: BABYLON.Texture;
  73414. /**
  73415. * Serializes this normal map procedural texture
  73416. * @returns a serialized normal map procedural texture object
  73417. */
  73418. serialize(): any;
  73419. /**
  73420. * Creates a Normal Map Procedural BABYLON.Texture from parsed normal map procedural texture data
  73421. * @param parsedTexture defines parsed texture data
  73422. * @param scene defines the current scene
  73423. * @param rootUrl defines the root URL containing normal map procedural texture information
  73424. * @returns a parsed Normal Map Procedural BABYLON.Texture
  73425. */
  73426. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): NormalMapProceduralTexture;
  73427. }
  73428. }
  73429. declare module BABYLON {
  73430. /** @hidden */
  73431. export var perlinNoiseProceduralTexturePixelShader: {
  73432. name: string;
  73433. shader: string;
  73434. };
  73435. }
  73436. declare module BABYLON {
  73437. export class PerlinNoiseProceduralTexture extends BABYLON.ProceduralTexture {
  73438. time: number;
  73439. timeScale: number;
  73440. translationSpeed: number;
  73441. private _currentTranslation;
  73442. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73443. updateShaderUniforms(): void;
  73444. render(useCameraPostProcess?: boolean): void;
  73445. resize(size: any, generateMipMaps: any): void;
  73446. /**
  73447. * Serializes this perlin noise procedural texture
  73448. * @returns a serialized perlin noise procedural texture object
  73449. */
  73450. serialize(): any;
  73451. /**
  73452. * Creates a Perlin Noise Procedural BABYLON.Texture from parsed perlin noise procedural texture data
  73453. * @param parsedTexture defines parsed texture data
  73454. * @param scene defines the current scene
  73455. * @param rootUrl defines the root URL containing perlin noise procedural texture information
  73456. * @returns a parsed Perlin Noise Procedural BABYLON.Texture
  73457. */
  73458. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): PerlinNoiseProceduralTexture;
  73459. }
  73460. }
  73461. declare module BABYLON {
  73462. /** @hidden */
  73463. export var roadProceduralTexturePixelShader: {
  73464. name: string;
  73465. shader: string;
  73466. };
  73467. }
  73468. declare module BABYLON {
  73469. export class RoadProceduralTexture extends BABYLON.ProceduralTexture {
  73470. private _roadColor;
  73471. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73472. updateShaderUniforms(): void;
  73473. roadColor: BABYLON.Color3;
  73474. /**
  73475. * Serializes this road procedural texture
  73476. * @returns a serialized road procedural texture object
  73477. */
  73478. serialize(): any;
  73479. /**
  73480. * Creates a Road Procedural BABYLON.Texture from parsed road procedural texture data
  73481. * @param parsedTexture defines parsed texture data
  73482. * @param scene defines the current scene
  73483. * @param rootUrl defines the root URL containing road procedural texture information
  73484. * @returns a parsed Road Procedural BABYLON.Texture
  73485. */
  73486. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): RoadProceduralTexture;
  73487. }
  73488. }
  73489. declare module BABYLON {
  73490. /** @hidden */
  73491. export var starfieldProceduralTexturePixelShader: {
  73492. name: string;
  73493. shader: string;
  73494. };
  73495. }
  73496. declare module BABYLON {
  73497. export class StarfieldProceduralTexture extends BABYLON.ProceduralTexture {
  73498. private _time;
  73499. private _alpha;
  73500. private _beta;
  73501. private _zoom;
  73502. private _formuparam;
  73503. private _stepsize;
  73504. private _tile;
  73505. private _brightness;
  73506. private _darkmatter;
  73507. private _distfading;
  73508. private _saturation;
  73509. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73510. updateShaderUniforms(): void;
  73511. time: number;
  73512. alpha: number;
  73513. beta: number;
  73514. formuparam: number;
  73515. stepsize: number;
  73516. zoom: number;
  73517. tile: number;
  73518. brightness: number;
  73519. darkmatter: number;
  73520. distfading: number;
  73521. saturation: number;
  73522. /**
  73523. * Serializes this starfield procedural texture
  73524. * @returns a serialized starfield procedural texture object
  73525. */
  73526. serialize(): any;
  73527. /**
  73528. * Creates a Starfield Procedural BABYLON.Texture from parsed startfield procedural texture data
  73529. * @param parsedTexture defines parsed texture data
  73530. * @param scene defines the current scene
  73531. * @param rootUrl defines the root URL containing startfield procedural texture information
  73532. * @returns a parsed Starfield Procedural BABYLON.Texture
  73533. */
  73534. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): StarfieldProceduralTexture;
  73535. }
  73536. }
  73537. declare module BABYLON {
  73538. /** @hidden */
  73539. export var woodProceduralTexturePixelShader: {
  73540. name: string;
  73541. shader: string;
  73542. };
  73543. }
  73544. declare module BABYLON {
  73545. export class WoodProceduralTexture extends BABYLON.ProceduralTexture {
  73546. private _ampScale;
  73547. private _woodColor;
  73548. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  73549. updateShaderUniforms(): void;
  73550. ampScale: number;
  73551. woodColor: BABYLON.Color3;
  73552. /**
  73553. * Serializes this wood procedural texture
  73554. * @returns a serialized wood procedural texture object
  73555. */
  73556. serialize(): any;
  73557. /**
  73558. * Creates a Wood Procedural BABYLON.Texture from parsed wood procedural texture data
  73559. * @param parsedTexture defines parsed texture data
  73560. * @param scene defines the current scene
  73561. * @param rootUrl defines the root URL containing wood procedural texture information
  73562. * @returns a parsed Wood Procedural BABYLON.Texture
  73563. */
  73564. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): WoodProceduralTexture;
  73565. }
  73566. }