babylon.2.0.d.ts 200 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. public uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. private static _TEXTUREFORMAT_ALPHA;
  55. private static _TEXTUREFORMAT_LUMINANCE;
  56. private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
  57. private static _TEXTUREFORMAT_RGB;
  58. private static _TEXTUREFORMAT_RGBA;
  59. static ALPHA_DISABLE : number;
  60. static ALPHA_ADD : number;
  61. static ALPHA_COMBINE : number;
  62. static DELAYLOADSTATE_NONE : number;
  63. static DELAYLOADSTATE_LOADED : number;
  64. static DELAYLOADSTATE_LOADING : number;
  65. static DELAYLOADSTATE_NOTLOADED : number;
  66. static TEXTUREFORMAT_ALPHA : number;
  67. static TEXTUREFORMAT_LUMINANCE : number;
  68. static TEXTUREFORMAT_LUMINANCE_ALPHA : number;
  69. static TEXTUREFORMAT_RGB : number;
  70. static TEXTUREFORMAT_RGBA : number;
  71. static Version : string;
  72. static Epsilon: number;
  73. static CollisionsEpsilon: number;
  74. static ShadersRepository: string;
  75. public isFullscreen: boolean;
  76. public isPointerLock: boolean;
  77. public cullBackFaces: boolean;
  78. public renderEvenInBackground: boolean;
  79. public scenes: Scene[];
  80. public _gl: WebGLRenderingContext;
  81. private _renderingCanvas;
  82. private _windowIsBackground;
  83. private _audioEngine;
  84. private _onBlur;
  85. private _onFocus;
  86. private _onFullscreenChange;
  87. private _onPointerLockChange;
  88. private _hardwareScalingLevel;
  89. private _caps;
  90. private _pointerLockRequested;
  91. private _alphaTest;
  92. private _resizeLoadingUI;
  93. private _loadingDiv;
  94. private _loadingTextDiv;
  95. private _loadingDivBackgroundColor;
  96. private _drawCalls;
  97. private _glVersion;
  98. private _glRenderer;
  99. private _glVendor;
  100. private _renderingQueueLaunched;
  101. private _activeRenderLoops;
  102. private fpsRange;
  103. private previousFramesDuration;
  104. private fps;
  105. private deltaTime;
  106. private _depthCullingState;
  107. private _alphaState;
  108. private _alphaMode;
  109. private _loadedTexturesCache;
  110. public _activeTexturesCache: BaseTexture[];
  111. private _currentEffect;
  112. private _compiledEffects;
  113. private _vertexAttribArrays;
  114. private _cachedViewport;
  115. private _cachedVertexBuffers;
  116. private _cachedIndexBuffer;
  117. private _cachedEffectForVertexBuffers;
  118. private _currentRenderTarget;
  119. private _canvasClientRect;
  120. private _uintIndicesCurrentlySet;
  121. private _workingCanvas;
  122. private _workingContext;
  123. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  124. public getGlInfo(): {
  125. vendor: string;
  126. renderer: string;
  127. version: string;
  128. };
  129. public getAudioEngine(): AudioEngine;
  130. public getAspectRatio(camera: Camera): number;
  131. public getRenderWidth(): number;
  132. public getRenderHeight(): number;
  133. public getRenderingCanvas(): HTMLCanvasElement;
  134. public getRenderingCanvasClientRect(): ClientRect;
  135. public setHardwareScalingLevel(level: number): void;
  136. public getHardwareScalingLevel(): number;
  137. public getLoadedTexturesCache(): WebGLTexture[];
  138. public getCaps(): EngineCapabilities;
  139. public drawCalls : number;
  140. public resetDrawCalls(): void;
  141. public setDepthFunctionToGreater(): void;
  142. public setDepthFunctionToGreaterOrEqual(): void;
  143. public setDepthFunctionToLess(): void;
  144. public setDepthFunctionToLessOrEqual(): void;
  145. public stopRenderLoop(renderFunction?: () => void): void;
  146. public _renderLoop(): void;
  147. public runRenderLoop(renderFunction: () => void): void;
  148. public switchFullscreen(requestPointerLock: boolean): void;
  149. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  150. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  151. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  152. public beginFrame(): void;
  153. public endFrame(): void;
  154. public resize(): void;
  155. public setSize(width: number, height: number): void;
  156. public bindFramebuffer(texture: WebGLTexture): void;
  157. public unBindFramebuffer(texture: WebGLTexture): void;
  158. public flushFramebuffer(): void;
  159. public restoreDefaultFramebuffer(): void;
  160. private _resetVertexBufferBinding();
  161. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  162. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  163. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  164. private _resetIndexBufferBinding();
  165. public createIndexBuffer(indices: number[]): WebGLBuffer;
  166. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  167. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  168. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  169. public createInstancesBuffer(capacity: number): WebGLBuffer;
  170. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  171. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  172. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  173. public applyStates(): void;
  174. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  175. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  176. public _releaseEffect(effect: Effect): void;
  177. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  178. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  179. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  180. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  181. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  182. public enableEffect(effect: Effect): void;
  183. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  184. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  185. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  186. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  187. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  188. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  189. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  190. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  191. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  192. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  193. public setState(culling: boolean, force?: boolean): void;
  194. public setDepthBuffer(enable: boolean): void;
  195. public getDepthWrite(): boolean;
  196. public setDepthWrite(enable: boolean): void;
  197. public setColorWrite(enable: boolean): void;
  198. public setAlphaMode(mode: number): void;
  199. public getAlphaMode(): number;
  200. public setAlphaTesting(enable: boolean): void;
  201. public getAlphaTesting(): boolean;
  202. public wipeCaches(): void;
  203. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  204. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  205. public createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture;
  206. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  207. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  208. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  209. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  210. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  211. public _releaseTexture(texture: WebGLTexture): void;
  212. public bindSamplers(effect: Effect): void;
  213. public _bindTexture(channel: number, texture: WebGLTexture): void;
  214. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  215. public setTexture(channel: number, texture: BaseTexture): void;
  216. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  217. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  218. public dispose(): void;
  219. public displayLoadingUI(): void;
  220. public loadingUIText : string;
  221. public loadingUIBackgroundColor : string;
  222. public hideLoadingUI(): void;
  223. public getFps(): number;
  224. public getDeltaTime(): number;
  225. private _measureFps();
  226. static isSupported(): boolean;
  227. }
  228. }
  229. interface Window {
  230. mozIndexedDB(func: any): any;
  231. webkitIndexedDB(func: any): any;
  232. IDBTransaction(func: any): any;
  233. webkitIDBTransaction(func: any): any;
  234. msIDBTransaction(func: any): any;
  235. IDBKeyRange(func: any): any;
  236. webkitIDBKeyRange(func: any): any;
  237. msIDBKeyRange(func: any): any;
  238. URL: HTMLURL;
  239. webkitURL: HTMLURL;
  240. webkitRequestAnimationFrame(func: any): any;
  241. mozRequestAnimationFrame(func: any): any;
  242. oRequestAnimationFrame(func: any): any;
  243. WebGLRenderingContext: WebGLRenderingContext;
  244. MSGesture: MSGesture;
  245. }
  246. interface HTMLURL {
  247. createObjectURL(param1: any, param2?: any): any;
  248. }
  249. interface Document {
  250. exitFullscreen(): void;
  251. webkitCancelFullScreen(): void;
  252. mozCancelFullScreen(): void;
  253. msCancelFullScreen(): void;
  254. webkitIsFullScreen: boolean;
  255. mozFullScreen: boolean;
  256. msIsFullScreen: boolean;
  257. fullscreen: boolean;
  258. mozPointerLockElement: HTMLElement;
  259. msPointerLockElement: HTMLElement;
  260. webkitPointerLockElement: HTMLElement;
  261. pointerLockElement: HTMLElement;
  262. }
  263. interface HTMLCanvasElement {
  264. requestPointerLock(): void;
  265. msRequestPointerLock(): void;
  266. mozRequestPointerLock(): void;
  267. webkitRequestPointerLock(): void;
  268. }
  269. interface CanvasRenderingContext2D {
  270. imageSmoothingEnabled: boolean;
  271. mozImageSmoothingEnabled: boolean;
  272. oImageSmoothingEnabled: boolean;
  273. webkitImageSmoothingEnabled: boolean;
  274. }
  275. interface WebGLTexture {
  276. isReady: boolean;
  277. isCube: boolean;
  278. url: string;
  279. noMipmap: boolean;
  280. samplingMode: number;
  281. references: number;
  282. generateMipMaps: boolean;
  283. _size: number;
  284. _baseWidth: number;
  285. _baseHeight: number;
  286. _width: number;
  287. _height: number;
  288. _workingCanvas: HTMLCanvasElement;
  289. _workingContext: CanvasRenderingContext2D;
  290. _framebuffer: WebGLFramebuffer;
  291. _depthBuffer: WebGLRenderbuffer;
  292. _cachedCoordinatesMode: number;
  293. _cachedWrapU: number;
  294. _cachedWrapV: number;
  295. }
  296. interface WebGLBuffer {
  297. references: number;
  298. capacity: number;
  299. is32Bits: boolean;
  300. }
  301. interface MouseEvent {
  302. movementX: number;
  303. movementY: number;
  304. mozMovementX: number;
  305. mozMovementY: number;
  306. webkitMovementX: number;
  307. webkitMovementY: number;
  308. msMovementX: number;
  309. msMovementY: number;
  310. }
  311. interface MSStyleCSSProperties {
  312. webkitTransform: string;
  313. webkitTransition: string;
  314. }
  315. interface Navigator {
  316. getVRDevices: () => any;
  317. mozGetVRDevices: (any: any) => any;
  318. isCocoonJS: boolean;
  319. }
  320. declare module BABYLON {
  321. class Node {
  322. public parent: Node;
  323. public name: string;
  324. public id: string;
  325. public state: string;
  326. public animations: Animation[];
  327. public onReady: (node: Node) => void;
  328. private _childrenFlag;
  329. private _isEnabled;
  330. private _isReady;
  331. public _currentRenderId: number;
  332. public _waitingParentId: string;
  333. private _scene;
  334. public _cache: any;
  335. constructor(name: string, scene: any);
  336. public getScene(): Scene;
  337. public getEngine(): Engine;
  338. public getWorldMatrix(): Matrix;
  339. public _initCache(): void;
  340. public updateCache(force?: boolean): void;
  341. public _updateCache(ignoreParentClass?: boolean): void;
  342. public _isSynchronized(): boolean;
  343. public isSynchronizedWithParent(): boolean;
  344. public isSynchronized(updateCache?: boolean): boolean;
  345. public hasNewParent(update?: boolean): boolean;
  346. public isReady(): boolean;
  347. public isEnabled(): boolean;
  348. public setEnabled(value: boolean): void;
  349. public isDescendantOf(ancestor: Node): boolean;
  350. public _getDescendants(list: Node[], results: Node[]): void;
  351. public getDescendants(): Node[];
  352. public _setReady(state: boolean): void;
  353. }
  354. }
  355. declare module BABYLON {
  356. interface IDisposable {
  357. dispose(): void;
  358. }
  359. class Scene {
  360. static FOGMODE_NONE: number;
  361. static FOGMODE_EXP: number;
  362. static FOGMODE_EXP2: number;
  363. static FOGMODE_LINEAR: number;
  364. static MinDeltaTime: number;
  365. static MaxDeltaTime: number;
  366. public autoClear: boolean;
  367. public clearColor: any;
  368. public ambientColor: Color3;
  369. public beforeRender: () => void;
  370. public afterRender: () => void;
  371. public onDispose: () => void;
  372. public beforeCameraRender: (camera: Camera) => void;
  373. public afterCameraRender: (camera: Camera) => void;
  374. public forceWireframe: boolean;
  375. public forcePointsCloud: boolean;
  376. public forceShowBoundingBoxes: boolean;
  377. public clipPlane: Plane;
  378. public animationsEnabled: boolean;
  379. private _onPointerMove;
  380. private _onPointerDown;
  381. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  382. public cameraToUseForPointers: Camera;
  383. private _pointerX;
  384. private _pointerY;
  385. private _meshUnderPointer;
  386. private _onKeyDown;
  387. private _onKeyUp;
  388. public fogEnabled: boolean;
  389. public fogMode: number;
  390. public fogColor: Color3;
  391. public fogDensity: number;
  392. public fogStart: number;
  393. public fogEnd: number;
  394. public shadowsEnabled: boolean;
  395. public lightsEnabled: boolean;
  396. public lights: Light[];
  397. public cameras: Camera[];
  398. public activeCameras: Camera[];
  399. public activeCamera: Camera;
  400. public meshes: AbstractMesh[];
  401. private _geometries;
  402. public materials: Material[];
  403. public multiMaterials: MultiMaterial[];
  404. public defaultMaterial: StandardMaterial;
  405. public texturesEnabled: boolean;
  406. public textures: BaseTexture[];
  407. public particlesEnabled: boolean;
  408. public particleSystems: ParticleSystem[];
  409. public spriteManagers: SpriteManager[];
  410. public layers: Layer[];
  411. public skeletonsEnabled: boolean;
  412. public skeletons: Skeleton[];
  413. public lensFlaresEnabled: boolean;
  414. public lensFlareSystems: LensFlareSystem[];
  415. public collisionsEnabled: boolean;
  416. public gravity: Vector3;
  417. public postProcessesEnabled: boolean;
  418. public postProcessManager: PostProcessManager;
  419. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  420. public renderTargetsEnabled: boolean;
  421. public customRenderTargets: RenderTargetTexture[];
  422. public useDelayedTextureLoading: boolean;
  423. public importedMeshesFiles: String[];
  424. public database: any;
  425. public actionManager: ActionManager;
  426. public _actionManagers: ActionManager[];
  427. private _meshesForIntersections;
  428. public proceduralTexturesEnabled: boolean;
  429. public _proceduralTextures: ProceduralTexture[];
  430. public mainSoundTrack: SoundTrack;
  431. public soundTracks: SoundTrack[];
  432. private _engine;
  433. private _totalVertices;
  434. public _activeVertices: number;
  435. public _activeParticles: number;
  436. private _lastFrameDuration;
  437. private _evaluateActiveMeshesDuration;
  438. private _renderTargetsDuration;
  439. public _particlesDuration: number;
  440. private _renderDuration;
  441. public _spritesDuration: number;
  442. private _animationRatio;
  443. private _animationStartDate;
  444. public _cachedMaterial: Material;
  445. private _renderId;
  446. private _executeWhenReadyTimeoutId;
  447. public _toBeDisposed: SmartArray<IDisposable>;
  448. private _onReadyCallbacks;
  449. private _pendingData;
  450. private _onBeforeRenderCallbacks;
  451. private _onAfterRenderCallbacks;
  452. private _activeMeshes;
  453. private _processedMaterials;
  454. private _renderTargets;
  455. public _activeParticleSystems: SmartArray<ParticleSystem>;
  456. private _activeSkeletons;
  457. private _activeBones;
  458. private _renderingManager;
  459. private _physicsEngine;
  460. public _activeAnimatables: Animatable[];
  461. private _transformMatrix;
  462. private _pickWithRayInverseMatrix;
  463. private _scaledPosition;
  464. private _scaledVelocity;
  465. private _boundingBoxRenderer;
  466. private _outlineRenderer;
  467. private _viewMatrix;
  468. private _projectionMatrix;
  469. private _frustumPlanes;
  470. private _selectionOctree;
  471. private _pointerOverMesh;
  472. private _debugLayer;
  473. constructor(engine: Engine);
  474. public debugLayer : DebugLayer;
  475. public meshUnderPointer : AbstractMesh;
  476. public pointerX : number;
  477. public pointerY : number;
  478. public getCachedMaterial(): Material;
  479. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  480. public getOutlineRenderer(): OutlineRenderer;
  481. public getEngine(): Engine;
  482. public getTotalVertices(): number;
  483. public getActiveVertices(): number;
  484. public getActiveParticles(): number;
  485. public getActiveBones(): number;
  486. public getLastFrameDuration(): number;
  487. public getEvaluateActiveMeshesDuration(): number;
  488. public getActiveMeshes(): SmartArray<Mesh>;
  489. public getRenderTargetsDuration(): number;
  490. public getRenderDuration(): number;
  491. public getParticlesDuration(): number;
  492. public getSpritesDuration(): number;
  493. public getAnimationRatio(): number;
  494. public getRenderId(): number;
  495. private _updatePointerPosition(evt);
  496. public attachControl(): void;
  497. public detachControl(): void;
  498. public isReady(): boolean;
  499. public resetCachedMaterial(): void;
  500. public registerBeforeRender(func: () => void): void;
  501. public unregisterBeforeRender(func: () => void): void;
  502. public registerAfterRender(func: () => void): void;
  503. public unregisterAfterRender(func: () => void): void;
  504. public _addPendingData(data: any): void;
  505. public _removePendingData(data: any): void;
  506. public getWaitingItemsCount(): number;
  507. public executeWhenReady(func: () => void): void;
  508. public _checkIsReady(): void;
  509. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  510. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  511. public getAnimatableByTarget(target: any): Animatable;
  512. public stopAnimation(target: any): void;
  513. private _animate();
  514. public getViewMatrix(): Matrix;
  515. public getProjectionMatrix(): Matrix;
  516. public getTransformMatrix(): Matrix;
  517. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  518. public setActiveCameraByID(id: string): Camera;
  519. public setActiveCameraByName(name: string): Camera;
  520. public getMaterialByID(id: string): Material;
  521. public getMaterialByName(name: string): Material;
  522. public getCameraByID(id: string): Camera;
  523. public getCameraByName(name: string): Camera;
  524. public getLightByName(name: string): Light;
  525. public getLightByID(id: string): Light;
  526. public getGeometryByID(id: string): Geometry;
  527. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  528. public getGeometries(): Geometry[];
  529. public getMeshByID(id: string): AbstractMesh;
  530. public getLastMeshByID(id: string): AbstractMesh;
  531. public getLastEntryByID(id: string): Node;
  532. public getMeshByName(name: string): AbstractMesh;
  533. public getLastSkeletonByID(id: string): Skeleton;
  534. public getSkeletonById(id: string): Skeleton;
  535. public getSkeletonByName(name: string): Skeleton;
  536. public isActiveMesh(mesh: Mesh): boolean;
  537. private _evaluateSubMesh(subMesh, mesh);
  538. private _evaluateActiveMeshes();
  539. private _activeMesh(mesh);
  540. public updateTransformMatrix(force?: boolean): void;
  541. private _renderForCamera(camera);
  542. private _processSubCameras(camera);
  543. private _checkIntersections();
  544. public render(): void;
  545. private _updateAudioParameters();
  546. public dispose(): void;
  547. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  548. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  549. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  550. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  551. private _internalPick(rayFunction, predicate, fastCheck?);
  552. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  553. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  554. public setPointerOverMesh(mesh: AbstractMesh): void;
  555. public getPointerOverMesh(): AbstractMesh;
  556. public getPhysicsEngine(): PhysicsEngine;
  557. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  558. public disablePhysicsEngine(): void;
  559. public isPhysicsEnabled(): boolean;
  560. public setGravity(gravity: Vector3): void;
  561. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  562. public deleteCompoundImpostor(compound: any): void;
  563. private _getByTags(list, tagsQuery);
  564. public getMeshesByTags(tagsQuery: string): Mesh[];
  565. public getCamerasByTags(tagsQuery: string): Camera[];
  566. public getLightsByTags(tagsQuery: string): Light[];
  567. public getMaterialByTags(tagsQuery: string): Material[];
  568. }
  569. }
  570. declare module BABYLON {
  571. class Action {
  572. public triggerOptions: any;
  573. public trigger: number;
  574. public _actionManager: ActionManager;
  575. private _nextActiveAction;
  576. private _child;
  577. private _condition;
  578. private _triggerParameter;
  579. constructor(triggerOptions: any, condition?: Condition);
  580. public _prepare(): void;
  581. public getTriggerParameter(): any;
  582. public _executeCurrent(evt: ActionEvent): void;
  583. public execute(evt: ActionEvent): void;
  584. public then(action: Action): Action;
  585. public _getProperty(propertyPath: string): string;
  586. public _getEffectiveTarget(target: any, propertyPath: string): any;
  587. }
  588. }
  589. declare module BABYLON {
  590. class ActionEvent {
  591. public source: AbstractMesh;
  592. public pointerX: number;
  593. public pointerY: number;
  594. public meshUnderPointer: AbstractMesh;
  595. public sourceEvent: any;
  596. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  597. static CreateNew(source: AbstractMesh, evt?: Event): ActionEvent;
  598. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  599. }
  600. class ActionManager {
  601. private static _NothingTrigger;
  602. private static _OnPickTrigger;
  603. private static _OnLeftPickTrigger;
  604. private static _OnRightPickTrigger;
  605. private static _OnCenterPickTrigger;
  606. private static _OnPointerOverTrigger;
  607. private static _OnPointerOutTrigger;
  608. private static _OnEveryFrameTrigger;
  609. private static _OnIntersectionEnterTrigger;
  610. private static _OnIntersectionExitTrigger;
  611. private static _OnKeyDownTrigger;
  612. private static _OnKeyUpTrigger;
  613. static NothingTrigger : number;
  614. static OnPickTrigger : number;
  615. static OnLeftPickTrigger : number;
  616. static OnRightPickTrigger : number;
  617. static OnCenterPickTrigger : number;
  618. static OnPointerOverTrigger : number;
  619. static OnPointerOutTrigger : number;
  620. static OnEveryFrameTrigger : number;
  621. static OnIntersectionEnterTrigger : number;
  622. static OnIntersectionExitTrigger : number;
  623. static OnKeyDownTrigger : number;
  624. static OnKeyUpTrigger : number;
  625. public actions: Action[];
  626. private _scene;
  627. constructor(scene: Scene);
  628. public dispose(): void;
  629. public getScene(): Scene;
  630. public hasSpecificTriggers(triggers: number[]): boolean;
  631. public hasPointerTriggers : boolean;
  632. public hasPickTriggers : boolean;
  633. public registerAction(action: Action): Action;
  634. public processTrigger(trigger: number, evt: ActionEvent): void;
  635. public _getEffectiveTarget(target: any, propertyPath: string): any;
  636. public _getProperty(propertyPath: string): string;
  637. }
  638. }
  639. declare module BABYLON {
  640. class Condition {
  641. public _actionManager: ActionManager;
  642. public _evaluationId: number;
  643. public _currentResult: boolean;
  644. constructor(actionManager: ActionManager);
  645. public isValid(): boolean;
  646. public _getProperty(propertyPath: string): string;
  647. public _getEffectiveTarget(target: any, propertyPath: string): any;
  648. }
  649. class ValueCondition extends Condition {
  650. public propertyPath: string;
  651. public value: any;
  652. public operator: number;
  653. private static _IsEqual;
  654. private static _IsDifferent;
  655. private static _IsGreater;
  656. private static _IsLesser;
  657. static IsEqual : number;
  658. static IsDifferent : number;
  659. static IsGreater : number;
  660. static IsLesser : number;
  661. public _actionManager: ActionManager;
  662. private _target;
  663. private _property;
  664. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  665. public isValid(): boolean;
  666. }
  667. class PredicateCondition extends Condition {
  668. public predicate: () => boolean;
  669. public _actionManager: ActionManager;
  670. constructor(actionManager: ActionManager, predicate: () => boolean);
  671. public isValid(): boolean;
  672. }
  673. class StateCondition extends Condition {
  674. public value: string;
  675. public _actionManager: ActionManager;
  676. private _target;
  677. constructor(actionManager: ActionManager, target: any, value: string);
  678. public isValid(): boolean;
  679. }
  680. }
  681. declare module BABYLON {
  682. class SwitchBooleanAction extends Action {
  683. public propertyPath: string;
  684. private _target;
  685. private _property;
  686. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  687. public _prepare(): void;
  688. public execute(): void;
  689. }
  690. class SetStateAction extends Action {
  691. public value: string;
  692. private _target;
  693. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  694. public execute(): void;
  695. }
  696. class SetValueAction extends Action {
  697. public propertyPath: string;
  698. public value: any;
  699. private _target;
  700. private _property;
  701. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  702. public _prepare(): void;
  703. public execute(): void;
  704. }
  705. class IncrementValueAction extends Action {
  706. public propertyPath: string;
  707. public value: any;
  708. private _target;
  709. private _property;
  710. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  711. public _prepare(): void;
  712. public execute(): void;
  713. }
  714. class PlayAnimationAction extends Action {
  715. public from: number;
  716. public to: number;
  717. public loop: boolean;
  718. private _target;
  719. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  720. public _prepare(): void;
  721. public execute(): void;
  722. }
  723. class StopAnimationAction extends Action {
  724. private _target;
  725. constructor(triggerOptions: any, target: any, condition?: Condition);
  726. public _prepare(): void;
  727. public execute(): void;
  728. }
  729. class DoNothingAction extends Action {
  730. constructor(triggerOptions?: any, condition?: Condition);
  731. public execute(): void;
  732. }
  733. class CombineAction extends Action {
  734. public children: Action[];
  735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  736. public _prepare(): void;
  737. public execute(evt: ActionEvent): void;
  738. }
  739. class ExecuteCodeAction extends Action {
  740. public func: (evt: ActionEvent) => void;
  741. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  742. public execute(evt: ActionEvent): void;
  743. }
  744. class SetParentAction extends Action {
  745. private _parent;
  746. private _target;
  747. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  748. public _prepare(): void;
  749. public execute(): void;
  750. }
  751. }
  752. declare module BABYLON {
  753. class InterpolateValueAction extends Action {
  754. public propertyPath: string;
  755. public value: any;
  756. public duration: number;
  757. public stopOtherAnimations: boolean;
  758. private _target;
  759. private _property;
  760. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  761. public _prepare(): void;
  762. public execute(): void;
  763. }
  764. }
  765. declare module BABYLON {
  766. class Animatable {
  767. public target: any;
  768. public fromFrame: number;
  769. public toFrame: number;
  770. public loopAnimation: boolean;
  771. public speedRatio: number;
  772. public onAnimationEnd: any;
  773. private _localDelayOffset;
  774. private _pausedDelay;
  775. private _animations;
  776. private _paused;
  777. private _scene;
  778. public animationStarted: boolean;
  779. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  780. public appendAnimations(target: any, animations: Animation[]): void;
  781. public getAnimationByTargetProperty(property: string): Animation;
  782. public pause(): void;
  783. public restart(): void;
  784. public stop(): void;
  785. public _animate(delay: number): boolean;
  786. }
  787. }
  788. declare module BABYLON {
  789. class Animation {
  790. public name: string;
  791. public targetProperty: string;
  792. public framePerSecond: number;
  793. public dataType: number;
  794. public loopMode: number;
  795. private _keys;
  796. private _offsetsCache;
  797. private _highLimitsCache;
  798. private _stopped;
  799. public _target: any;
  800. private _easingFunction;
  801. public targetPropertyPath: string[];
  802. public currentFrame: number;
  803. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  804. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  805. public isStopped(): boolean;
  806. public getKeys(): any[];
  807. public getEasingFunction(): IEasingFunction;
  808. public setEasingFunction(easingFunction: EasingFunction): void;
  809. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  810. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  811. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  812. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  813. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  814. public clone(): Animation;
  815. public setKeys(values: any[]): void;
  816. private _getKeyValue(value);
  817. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  818. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  819. private static _ANIMATIONTYPE_FLOAT;
  820. private static _ANIMATIONTYPE_VECTOR3;
  821. private static _ANIMATIONTYPE_QUATERNION;
  822. private static _ANIMATIONTYPE_MATRIX;
  823. private static _ANIMATIONTYPE_COLOR3;
  824. private static _ANIMATIONTYPE_VECTOR2;
  825. private static _ANIMATIONLOOPMODE_RELATIVE;
  826. private static _ANIMATIONLOOPMODE_CYCLE;
  827. private static _ANIMATIONLOOPMODE_CONSTANT;
  828. static ANIMATIONTYPE_FLOAT : number;
  829. static ANIMATIONTYPE_VECTOR3 : number;
  830. static ANIMATIONTYPE_VECTOR2 : number;
  831. static ANIMATIONTYPE_QUATERNION : number;
  832. static ANIMATIONTYPE_MATRIX : number;
  833. static ANIMATIONTYPE_COLOR3 : number;
  834. static ANIMATIONLOOPMODE_RELATIVE : number;
  835. static ANIMATIONLOOPMODE_CYCLE : number;
  836. static ANIMATIONLOOPMODE_CONSTANT : number;
  837. }
  838. }
  839. declare module BABYLON {
  840. interface IEasingFunction {
  841. ease(gradient: number): number;
  842. }
  843. class EasingFunction implements IEasingFunction {
  844. private static _EASINGMODE_EASEIN;
  845. private static _EASINGMODE_EASEOUT;
  846. private static _EASINGMODE_EASEINOUT;
  847. static EASINGMODE_EASEIN : number;
  848. static EASINGMODE_EASEOUT : number;
  849. static EASINGMODE_EASEINOUT : number;
  850. private _easingMode;
  851. public setEasingMode(easingMode: number): void;
  852. public getEasingMode(): number;
  853. public easeInCore(gradient: number): number;
  854. public ease(gradient: number): number;
  855. }
  856. class CircleEase extends EasingFunction implements IEasingFunction {
  857. public easeInCore(gradient: number): number;
  858. }
  859. class BackEase extends EasingFunction implements IEasingFunction {
  860. public amplitude: number;
  861. constructor(amplitude?: number);
  862. public easeInCore(gradient: number): number;
  863. }
  864. class BounceEase extends EasingFunction implements IEasingFunction {
  865. public bounces: number;
  866. public bounciness: number;
  867. constructor(bounces?: number, bounciness?: number);
  868. public easeInCore(gradient: number): number;
  869. }
  870. class CubicEase extends EasingFunction implements IEasingFunction {
  871. public easeInCore(gradient: number): number;
  872. }
  873. class ElasticEase extends EasingFunction implements IEasingFunction {
  874. public oscillations: number;
  875. public springiness: number;
  876. constructor(oscillations?: number, springiness?: number);
  877. public easeInCore(gradient: number): number;
  878. }
  879. class ExponentialEase extends EasingFunction implements IEasingFunction {
  880. public exponent: number;
  881. constructor(exponent?: number);
  882. public easeInCore(gradient: number): number;
  883. }
  884. class PowerEase extends EasingFunction implements IEasingFunction {
  885. public power: number;
  886. constructor(power?: number);
  887. public easeInCore(gradient: number): number;
  888. }
  889. class QuadraticEase extends EasingFunction implements IEasingFunction {
  890. public easeInCore(gradient: number): number;
  891. }
  892. class QuarticEase extends EasingFunction implements IEasingFunction {
  893. public easeInCore(gradient: number): number;
  894. }
  895. class QuinticEase extends EasingFunction implements IEasingFunction {
  896. public easeInCore(gradient: number): number;
  897. }
  898. class SineEase extends EasingFunction implements IEasingFunction {
  899. public easeInCore(gradient: number): number;
  900. }
  901. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  902. public x1: number;
  903. public y1: number;
  904. public x2: number;
  905. public y2: number;
  906. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  907. public easeInCore(gradient: number): number;
  908. }
  909. }
  910. declare module BABYLON {
  911. class AudioEngine {
  912. public audioContext: AudioContext;
  913. public canUseWebAudio: boolean;
  914. public masterGain: GainNode;
  915. constructor();
  916. public getGlobalVolume(): number;
  917. public setGlobalVolume(newVolume: number): void;
  918. }
  919. }
  920. declare module BABYLON {
  921. class Sound {
  922. public autoplay: boolean;
  923. public loop: boolean;
  924. public useCustomAttenuation: boolean;
  925. public soundTrackId: number;
  926. public spatialSound: boolean;
  927. public refDistance: number;
  928. public rolloffFactor: number;
  929. public maxDistance: number;
  930. public distanceModel: string;
  931. public panningModel: string;
  932. private startTime;
  933. private startOffset;
  934. private _position;
  935. private _localDirection;
  936. private _volume;
  937. private _isLoaded;
  938. private _isReadyToPlay;
  939. private _isPlaying;
  940. private _isDirectional;
  941. private _audioEngine;
  942. private _readyToPlayCallback;
  943. private _audioBuffer;
  944. private _soundSource;
  945. private _soundPanner;
  946. private _soundGain;
  947. private _audioNode;
  948. private _coneInnerAngle;
  949. private _coneOuterAngle;
  950. private _coneOuterGain;
  951. private _scene;
  952. private _name;
  953. private _connectedMesh;
  954. private _customAttenuationFunction;
  955. /**
  956. * Create a sound and attach it to a scene
  957. * @param name Name of your sound
  958. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  959. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  960. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  961. */
  962. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  963. public updateOptions(options: any): void;
  964. private _createSpatialParameters();
  965. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  966. /**
  967. * Transform this sound into a directional source
  968. * @param coneInnerAngle Size of the inner cone in degree
  969. * @param coneOuterAngle Size of the outer cone in degree
  970. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  971. */
  972. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  973. public setPosition(newPosition: Vector3): void;
  974. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  975. private _updateDirection();
  976. public updateDistanceFromListener(): void;
  977. public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  978. /**
  979. * Play the sound
  980. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  981. */
  982. public play(time?: number): void;
  983. /**
  984. * Stop the sound
  985. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  986. */
  987. public stop(time?: number): void;
  988. public pause(): void;
  989. public setVolume(newVolume: number): void;
  990. public getVolume(): number;
  991. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  992. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  993. private _soundLoaded(audioData);
  994. }
  995. }
  996. declare module BABYLON {
  997. class SoundTrack {
  998. private _audioEngine;
  999. private _trackGain;
  1000. private _trackConvolver;
  1001. private _scene;
  1002. public id: number;
  1003. public soundCollection: Sound[];
  1004. private _isMainTrack;
  1005. constructor(scene: Scene, options?: any);
  1006. public AddSound(sound: Sound): void;
  1007. public RemoveSound(sound: Sound): void;
  1008. public setVolume(newVolume: number): void;
  1009. }
  1010. }
  1011. declare module BABYLON {
  1012. class Bone {
  1013. public name: string;
  1014. public children: Bone[];
  1015. public animations: Animation[];
  1016. private _skeleton;
  1017. private _matrix;
  1018. private _baseMatrix;
  1019. private _worldTransform;
  1020. private _absoluteTransform;
  1021. private _invertedAbsoluteTransform;
  1022. private _parent;
  1023. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  1024. public getParent(): Bone;
  1025. public getLocalMatrix(): Matrix;
  1026. public getBaseMatrix(): Matrix;
  1027. public getWorldMatrix(): Matrix;
  1028. public getInvertedAbsoluteTransform(): Matrix;
  1029. public getAbsoluteMatrix(): Matrix;
  1030. public updateMatrix(matrix: Matrix): void;
  1031. private _updateDifferenceMatrix();
  1032. public markAsDirty(): void;
  1033. }
  1034. }
  1035. declare module BABYLON {
  1036. class Skeleton {
  1037. public name: string;
  1038. public id: string;
  1039. public bones: Bone[];
  1040. private _scene;
  1041. private _isDirty;
  1042. private _transformMatrices;
  1043. private _animatables;
  1044. private _identity;
  1045. constructor(name: string, id: string, scene: Scene);
  1046. public getTransformMatrices(): Float32Array;
  1047. public _markAsDirty(): void;
  1048. public prepare(): void;
  1049. public getAnimatables(): IAnimatable[];
  1050. public clone(name: string, id: string): Skeleton;
  1051. }
  1052. }
  1053. declare module BABYLON {
  1054. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1055. private _eyeSpace;
  1056. private _leftCamera;
  1057. private _rightCamera;
  1058. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1059. public _update(): void;
  1060. public _updateCamera(camera: ArcRotateCamera): void;
  1061. }
  1062. class AnaglyphFreeCamera extends FreeCamera {
  1063. private _eyeSpace;
  1064. private _leftCamera;
  1065. private _rightCamera;
  1066. private _transformMatrix;
  1067. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1068. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1069. public _update(): void;
  1070. public _updateCamera(camera: FreeCamera): void;
  1071. }
  1072. }
  1073. declare module BABYLON {
  1074. class ArcRotateCamera extends Camera {
  1075. public alpha: number;
  1076. public beta: number;
  1077. public radius: number;
  1078. public target: any;
  1079. public inertialAlphaOffset: number;
  1080. public inertialBetaOffset: number;
  1081. public inertialRadiusOffset: number;
  1082. public lowerAlphaLimit: any;
  1083. public upperAlphaLimit: any;
  1084. public lowerBetaLimit: number;
  1085. public upperBetaLimit: number;
  1086. public lowerRadiusLimit: any;
  1087. public upperRadiusLimit: any;
  1088. public angularSensibility: number;
  1089. public wheelPrecision: number;
  1090. public keysUp: number[];
  1091. public keysDown: number[];
  1092. public keysLeft: number[];
  1093. public keysRight: number[];
  1094. public zoomOnFactor: number;
  1095. public targetScreenOffset: Vector2;
  1096. private _keys;
  1097. private _viewMatrix;
  1098. private _attachedElement;
  1099. private _onPointerDown;
  1100. private _onPointerUp;
  1101. private _onPointerMove;
  1102. private _wheel;
  1103. private _onMouseMove;
  1104. private _onKeyDown;
  1105. private _onKeyUp;
  1106. private _onLostFocus;
  1107. private _reset;
  1108. private _onGestureStart;
  1109. private _onGesture;
  1110. private _MSGestureHandler;
  1111. public onCollide: (collidedMesh: AbstractMesh) => void;
  1112. public checkCollisions: boolean;
  1113. public collisionRadius: Vector3;
  1114. private _collider;
  1115. private _previousPosition;
  1116. private _collisionVelocity;
  1117. private _newPosition;
  1118. private _previousAlpha;
  1119. private _previousBeta;
  1120. private _previousRadius;
  1121. public pinchPrecision: number;
  1122. private _touchStart;
  1123. private _touchMove;
  1124. private _touchEnd;
  1125. private _pinchStart;
  1126. private _pinchMove;
  1127. private _pinchEnd;
  1128. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1129. public _getTargetPosition(): Vector3;
  1130. public _initCache(): void;
  1131. public _updateCache(ignoreParentClass?: boolean): void;
  1132. public _isSynchronizedViewMatrix(): boolean;
  1133. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1134. public detachControl(element: HTMLElement): void;
  1135. public _update(): void;
  1136. public setPosition(position: Vector3): void;
  1137. public _getViewMatrix(): Matrix;
  1138. public zoomOn(meshes?: AbstractMesh[]): void;
  1139. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1140. }
  1141. }
  1142. declare module BABYLON {
  1143. class Camera extends Node {
  1144. public position: Vector3;
  1145. static PERSPECTIVE_CAMERA: number;
  1146. static ORTHOGRAPHIC_CAMERA: number;
  1147. public upVector: Vector3;
  1148. public orthoLeft: any;
  1149. public orthoRight: any;
  1150. public orthoBottom: any;
  1151. public orthoTop: any;
  1152. public fov: number;
  1153. public minZ: number;
  1154. public maxZ: number;
  1155. public inertia: number;
  1156. public mode: number;
  1157. public isIntermediate: boolean;
  1158. public viewport: Viewport;
  1159. public subCameras: any[];
  1160. public layerMask: number;
  1161. private _computedViewMatrix;
  1162. public _projectionMatrix: Matrix;
  1163. private _worldMatrix;
  1164. public _postProcesses: PostProcess[];
  1165. public _postProcessesTakenIndices: any[];
  1166. constructor(name: string, position: Vector3, scene: Scene);
  1167. public _initCache(): void;
  1168. public _updateCache(ignoreParentClass?: boolean): void;
  1169. public _updateFromScene(): void;
  1170. public _isSynchronized(): boolean;
  1171. public _isSynchronizedViewMatrix(): boolean;
  1172. public _isSynchronizedProjectionMatrix(): boolean;
  1173. public attachControl(element: HTMLElement): void;
  1174. public detachControl(element: HTMLElement): void;
  1175. public _update(): void;
  1176. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1177. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1178. public getWorldMatrix(): Matrix;
  1179. public _getViewMatrix(): Matrix;
  1180. public getViewMatrix(): Matrix;
  1181. public _computeViewMatrix(force?: boolean): Matrix;
  1182. public getProjectionMatrix(force?: boolean): Matrix;
  1183. public dispose(): void;
  1184. }
  1185. }
  1186. declare module BABYLON {
  1187. class DeviceOrientationCamera extends FreeCamera {
  1188. private _offsetX;
  1189. private _offsetY;
  1190. private _orientationGamma;
  1191. private _orientationBeta;
  1192. private _initialOrientationGamma;
  1193. private _initialOrientationBeta;
  1194. private _attachedCanvas;
  1195. private _orientationChanged;
  1196. public angularSensibility: number;
  1197. public moveSensibility: number;
  1198. constructor(name: string, position: Vector3, scene: Scene);
  1199. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1200. public detachControl(canvas: HTMLCanvasElement): void;
  1201. public _checkInputs(): void;
  1202. }
  1203. }
  1204. declare module BABYLON {
  1205. class FollowCamera extends TargetCamera {
  1206. public radius: number;
  1207. public rotationOffset: number;
  1208. public heightOffset: number;
  1209. public cameraAcceleration: number;
  1210. public maxCameraSpeed: number;
  1211. public target: AbstractMesh;
  1212. constructor(name: string, position: Vector3, scene: Scene);
  1213. private getRadians(degrees);
  1214. private follow(cameraTarget);
  1215. public _update(): void;
  1216. }
  1217. }
  1218. declare module BABYLON {
  1219. class FreeCamera extends TargetCamera {
  1220. public ellipsoid: Vector3;
  1221. public keysUp: number[];
  1222. public keysDown: number[];
  1223. public keysLeft: number[];
  1224. public keysRight: number[];
  1225. public checkCollisions: boolean;
  1226. public applyGravity: boolean;
  1227. public angularSensibility: number;
  1228. public onCollide: (collidedMesh: AbstractMesh) => void;
  1229. private _keys;
  1230. private _collider;
  1231. private _needMoveForGravity;
  1232. private _oldPosition;
  1233. private _diffPosition;
  1234. private _newPosition;
  1235. private _attachedElement;
  1236. private _localDirection;
  1237. private _transformedDirection;
  1238. private _onMouseDown;
  1239. private _onMouseUp;
  1240. private _onMouseOut;
  1241. private _onMouseMove;
  1242. private _onKeyDown;
  1243. private _onKeyUp;
  1244. public _onLostFocus: (e: FocusEvent) => any;
  1245. public _waitingLockedTargetId: string;
  1246. constructor(name: string, position: Vector3, scene: Scene);
  1247. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1248. public detachControl(element: HTMLElement): void;
  1249. public _collideWithWorld(velocity: Vector3): void;
  1250. public _checkInputs(): void;
  1251. public _decideIfNeedsToMove(): boolean;
  1252. public _updatePosition(): void;
  1253. public _update(): void;
  1254. }
  1255. }
  1256. declare module BABYLON {
  1257. class GamepadCamera extends FreeCamera {
  1258. private _gamepad;
  1259. private _gamepads;
  1260. public angularSensibility: number;
  1261. public moveSensibility: number;
  1262. constructor(name: string, position: Vector3, scene: Scene);
  1263. private _onNewGameConnected(gamepad);
  1264. public _checkInputs(): void;
  1265. public dispose(): void;
  1266. }
  1267. }
  1268. declare module BABYLON {
  1269. class TargetCamera extends Camera {
  1270. public cameraDirection: Vector3;
  1271. public cameraRotation: Vector2;
  1272. public rotation: Vector3;
  1273. public speed: number;
  1274. public noRotationConstraint: boolean;
  1275. public lockedTarget: any;
  1276. public _currentTarget: Vector3;
  1277. public _viewMatrix: Matrix;
  1278. public _camMatrix: Matrix;
  1279. public _cameraTransformMatrix: Matrix;
  1280. public _cameraRotationMatrix: Matrix;
  1281. public _referencePoint: Vector3;
  1282. public _transformedReferencePoint: Vector3;
  1283. public _lookAtTemp: Matrix;
  1284. public _tempMatrix: Matrix;
  1285. public _reset: () => void;
  1286. public _waitingLockedTargetId: string;
  1287. constructor(name: string, position: Vector3, scene: Scene);
  1288. public _getLockedTargetPosition(): Vector3;
  1289. public _initCache(): void;
  1290. public _updateCache(ignoreParentClass?: boolean): void;
  1291. public _isSynchronizedViewMatrix(): boolean;
  1292. public _computeLocalCameraSpeed(): number;
  1293. public setTarget(target: Vector3): void;
  1294. public getTarget(): Vector3;
  1295. public _decideIfNeedsToMove(): boolean;
  1296. public _updatePosition(): void;
  1297. public _update(): void;
  1298. public _getViewMatrix(): Matrix;
  1299. }
  1300. }
  1301. declare module BABYLON {
  1302. class TouchCamera extends FreeCamera {
  1303. private _offsetX;
  1304. private _offsetY;
  1305. private _pointerCount;
  1306. private _pointerPressed;
  1307. private _attachedCanvas;
  1308. private _onPointerDown;
  1309. private _onPointerUp;
  1310. private _onPointerMove;
  1311. public angularSensibility: number;
  1312. public moveSensibility: number;
  1313. constructor(name: string, position: Vector3, scene: Scene);
  1314. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1315. public detachControl(canvas: HTMLCanvasElement): void;
  1316. public _checkInputs(): void;
  1317. }
  1318. }
  1319. declare module BABYLON {
  1320. class VirtualJoysticksCamera extends FreeCamera {
  1321. private _leftjoystick;
  1322. private _rightjoystick;
  1323. constructor(name: string, position: Vector3, scene: Scene);
  1324. public _checkInputs(): void;
  1325. public dispose(): void;
  1326. }
  1327. }
  1328. declare module BABYLON {
  1329. class OculusCamera extends FreeCamera {
  1330. private _leftCamera;
  1331. private _rightCamera;
  1332. private _offsetOrientation;
  1333. private _deviceOrientationHandler;
  1334. constructor(name: string, position: Vector3, scene: Scene);
  1335. public _update(): void;
  1336. public _updateCamera(camera: FreeCamera): void;
  1337. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1338. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1339. public detachControl(element: HTMLElement): void;
  1340. }
  1341. }
  1342. declare module BABYLON {
  1343. class OculusGamepadCamera extends FreeCamera {
  1344. private _leftCamera;
  1345. private _rightCamera;
  1346. private _offsetOrientation;
  1347. private _deviceOrientationHandler;
  1348. private _gamepad;
  1349. private _gamepads;
  1350. public angularSensibility: number;
  1351. public moveSensibility: number;
  1352. constructor(name: string, position: Vector3, scene: Scene);
  1353. private _onNewGameConnected(gamepad);
  1354. public _update(): void;
  1355. public _checkInputs(): void;
  1356. public _updateCamera(camera: FreeCamera): void;
  1357. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1358. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1359. public detachControl(element: HTMLElement): void;
  1360. public dispose(): void;
  1361. }
  1362. }
  1363. declare module BABYLON {
  1364. class VRDeviceOrientationCamera extends OculusCamera {
  1365. public _alpha: number;
  1366. public _beta: number;
  1367. public _gamma: number;
  1368. constructor(name: string, position: Vector3, scene: Scene);
  1369. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1370. }
  1371. }
  1372. declare var HMDVRDevice: any;
  1373. declare var PositionSensorVRDevice: any;
  1374. declare module BABYLON {
  1375. class WebVRCamera extends OculusCamera {
  1376. public _hmdDevice: any;
  1377. public _sensorDevice: any;
  1378. public _cacheState: any;
  1379. public _cacheQuaternion: Quaternion;
  1380. public _cacheRotation: Vector3;
  1381. public _vrEnabled: boolean;
  1382. constructor(name: string, position: Vector3, scene: Scene);
  1383. private _getWebVRDevices(devices);
  1384. public _update(): void;
  1385. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1386. public detachControl(element: HTMLElement): void;
  1387. }
  1388. }
  1389. declare module BABYLON {
  1390. class Collider {
  1391. public radius: Vector3;
  1392. public retry: number;
  1393. public velocity: Vector3;
  1394. public basePoint: Vector3;
  1395. public epsilon: number;
  1396. public collisionFound: boolean;
  1397. public velocityWorldLength: number;
  1398. public basePointWorld: Vector3;
  1399. public velocityWorld: Vector3;
  1400. public normalizedVelocity: Vector3;
  1401. public initialVelocity: Vector3;
  1402. public initialPosition: Vector3;
  1403. public nearestDistance: number;
  1404. public intersectionPoint: Vector3;
  1405. public collidedMesh: AbstractMesh;
  1406. private _collisionPoint;
  1407. private _planeIntersectionPoint;
  1408. private _tempVector;
  1409. private _tempVector2;
  1410. private _tempVector3;
  1411. private _tempVector4;
  1412. private _edge;
  1413. private _baseToVertex;
  1414. private _destinationPoint;
  1415. private _slidePlaneNormal;
  1416. private _displacementVector;
  1417. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1418. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1419. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1420. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1421. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1422. public _getResponse(pos: Vector3, vel: Vector3): void;
  1423. }
  1424. }
  1425. declare module BABYLON {
  1426. class IntersectionInfo {
  1427. public bu: number;
  1428. public bv: number;
  1429. public distance: number;
  1430. public faceId: number;
  1431. constructor(bu: number, bv: number, distance: number);
  1432. }
  1433. class PickingInfo {
  1434. public hit: boolean;
  1435. public distance: number;
  1436. public pickedPoint: Vector3;
  1437. public pickedMesh: AbstractMesh;
  1438. public bu: number;
  1439. public bv: number;
  1440. public faceId: number;
  1441. public getNormal(): Vector3;
  1442. public getTextureCoordinates(): Vector2;
  1443. }
  1444. }
  1445. declare module BABYLON {
  1446. class BoundingBox {
  1447. public minimum: Vector3;
  1448. public maximum: Vector3;
  1449. public vectors: Vector3[];
  1450. public center: Vector3;
  1451. public extendSize: Vector3;
  1452. public directions: Vector3[];
  1453. public vectorsWorld: Vector3[];
  1454. public minimumWorld: Vector3;
  1455. public maximumWorld: Vector3;
  1456. private _worldMatrix;
  1457. constructor(minimum: Vector3, maximum: Vector3);
  1458. public getWorldMatrix(): Matrix;
  1459. public _update(world: Matrix): void;
  1460. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1461. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1462. public intersectsPoint(point: Vector3): boolean;
  1463. public intersectsSphere(sphere: BoundingSphere): boolean;
  1464. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1465. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1466. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1467. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1468. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1469. }
  1470. }
  1471. declare module BABYLON {
  1472. class BoundingInfo {
  1473. public minimum: Vector3;
  1474. public maximum: Vector3;
  1475. public boundingBox: BoundingBox;
  1476. public boundingSphere: BoundingSphere;
  1477. constructor(minimum: Vector3, maximum: Vector3);
  1478. public _update(world: Matrix): void;
  1479. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1480. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1481. public _checkCollision(collider: Collider): boolean;
  1482. public intersectsPoint(point: Vector3): boolean;
  1483. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1484. }
  1485. }
  1486. declare module BABYLON {
  1487. class BoundingSphere {
  1488. public minimum: Vector3;
  1489. public maximum: Vector3;
  1490. public center: Vector3;
  1491. public radius: number;
  1492. public centerWorld: Vector3;
  1493. public radiusWorld: number;
  1494. private _tempRadiusVector;
  1495. constructor(minimum: Vector3, maximum: Vector3);
  1496. public _update(world: Matrix): void;
  1497. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1498. public intersectsPoint(point: Vector3): boolean;
  1499. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1500. }
  1501. }
  1502. declare module BABYLON {
  1503. interface IOctreeContainer<T> {
  1504. blocks: OctreeBlock<T>[];
  1505. }
  1506. class Octree<T> {
  1507. public maxDepth: number;
  1508. public blocks: OctreeBlock<T>[];
  1509. public dynamicContent: T[];
  1510. private _maxBlockCapacity;
  1511. private _selectionContent;
  1512. private _creationFunc;
  1513. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1514. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1515. public addMesh(entry: T): void;
  1516. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1517. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1518. public intersectsRay(ray: Ray): SmartArray<T>;
  1519. 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;
  1520. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1521. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1522. }
  1523. }
  1524. declare module BABYLON {
  1525. class OctreeBlock<T> {
  1526. public entries: T[];
  1527. public blocks: OctreeBlock<T>[];
  1528. private _depth;
  1529. private _maxDepth;
  1530. private _capacity;
  1531. private _minPoint;
  1532. private _maxPoint;
  1533. private _boundingVectors;
  1534. private _creationFunc;
  1535. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1536. public capacity : number;
  1537. public minPoint : Vector3;
  1538. public maxPoint : Vector3;
  1539. public addEntry(entry: T): void;
  1540. public addEntries(entries: T[]): void;
  1541. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1542. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1543. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1544. public createInnerBlocks(): void;
  1545. }
  1546. }
  1547. declare module BABYLON {
  1548. class DebugLayer {
  1549. private _scene;
  1550. private _enabled;
  1551. private _labelsEnabled;
  1552. private _displayStatistics;
  1553. private _displayTree;
  1554. private _displayLogs;
  1555. private _globalDiv;
  1556. private _statsDiv;
  1557. private _statsSubsetDiv;
  1558. private _optionsDiv;
  1559. private _optionsSubsetDiv;
  1560. private _logDiv;
  1561. private _logSubsetDiv;
  1562. private _treeDiv;
  1563. private _treeSubsetDiv;
  1564. private _drawingCanvas;
  1565. private _drawingContext;
  1566. private _syncPositions;
  1567. private _syncData;
  1568. private _onCanvasClick;
  1569. private _clickPosition;
  1570. private _ratio;
  1571. private _identityMatrix;
  1572. private _showUI;
  1573. private _needToRefreshMeshesTree;
  1574. public shouldDisplayLabel: (node: Node) => boolean;
  1575. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1576. public axisRatio: number;
  1577. public accentColor: string;
  1578. public customStatsFunction: () => string;
  1579. constructor(scene: Scene);
  1580. private _refreshMeshesTreeContent();
  1581. private _renderSingleAxis(zero, unit, unitText, label, color);
  1582. private _renderAxis(projectedPosition, mesh, globalViewport);
  1583. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1584. private _isClickInsideRect(x, y, width, height);
  1585. public isVisible(): boolean;
  1586. public hide(): void;
  1587. public show(showUI?: boolean): void;
  1588. private _clearLabels();
  1589. private _generateheader(root, text);
  1590. private _generateTexBox(root, title, color);
  1591. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1592. private _generateCheckBox(root, title, initialState, task, tag?);
  1593. private _generateRadio(root, title, name, initialState, task, tag?);
  1594. private _generateDOMelements();
  1595. private _displayStats();
  1596. }
  1597. }
  1598. declare module BABYLON {
  1599. class Layer {
  1600. public name: string;
  1601. public texture: Texture;
  1602. public isBackground: boolean;
  1603. public color: Color4;
  1604. public onDispose: () => void;
  1605. private _scene;
  1606. private _vertexDeclaration;
  1607. private _vertexStrideSize;
  1608. private _vertexBuffer;
  1609. private _indexBuffer;
  1610. private _effect;
  1611. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1612. public render(): void;
  1613. public dispose(): void;
  1614. }
  1615. }
  1616. declare module BABYLON {
  1617. class LensFlare {
  1618. public size: number;
  1619. public position: number;
  1620. public color: Color3;
  1621. public texture: Texture;
  1622. private _system;
  1623. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1624. public dispose: () => void;
  1625. }
  1626. }
  1627. declare module BABYLON {
  1628. class LensFlareSystem {
  1629. public name: string;
  1630. public lensFlares: LensFlare[];
  1631. public borderLimit: number;
  1632. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1633. private _scene;
  1634. private _emitter;
  1635. private _vertexDeclaration;
  1636. private _vertexStrideSize;
  1637. private _vertexBuffer;
  1638. private _indexBuffer;
  1639. private _effect;
  1640. private _positionX;
  1641. private _positionY;
  1642. private _isEnabled;
  1643. constructor(name: string, emitter: any, scene: Scene);
  1644. public isEnabled : boolean;
  1645. public getScene(): Scene;
  1646. public getEmitter(): any;
  1647. public getEmitterPosition(): Vector3;
  1648. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1649. public _isVisible(): boolean;
  1650. public render(): boolean;
  1651. public dispose(): void;
  1652. }
  1653. }
  1654. declare module BABYLON {
  1655. class DirectionalLight extends Light implements IShadowLight {
  1656. public direction: Vector3;
  1657. public position: Vector3;
  1658. private _transformedDirection;
  1659. public transformedPosition: Vector3;
  1660. private _worldMatrix;
  1661. constructor(name: string, direction: Vector3, scene: Scene);
  1662. public getAbsolutePosition(): Vector3;
  1663. public setDirectionToTarget(target: Vector3): Vector3;
  1664. public computeTransformedPosition(): boolean;
  1665. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1666. public _getWorldMatrix(): Matrix;
  1667. }
  1668. }
  1669. declare module BABYLON {
  1670. class HemisphericLight extends Light {
  1671. public direction: Vector3;
  1672. public groundColor: Color3;
  1673. private _worldMatrix;
  1674. constructor(name: string, direction: Vector3, scene: Scene);
  1675. public setDirectionToTarget(target: Vector3): Vector3;
  1676. public getShadowGenerator(): ShadowGenerator;
  1677. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1678. public _getWorldMatrix(): Matrix;
  1679. }
  1680. }
  1681. declare module BABYLON {
  1682. interface IShadowLight {
  1683. position: Vector3;
  1684. direction: Vector3;
  1685. transformedPosition: Vector3;
  1686. name: string;
  1687. computeTransformedPosition(): boolean;
  1688. getScene(): Scene;
  1689. _shadowGenerator: ShadowGenerator;
  1690. }
  1691. class Light extends Node {
  1692. public diffuse: Color3;
  1693. public specular: Color3;
  1694. public intensity: number;
  1695. public range: number;
  1696. public includedOnlyMeshes: AbstractMesh[];
  1697. public excludedMeshes: AbstractMesh[];
  1698. public _shadowGenerator: ShadowGenerator;
  1699. private _parentedWorldMatrix;
  1700. public _excludedMeshesIds: string[];
  1701. public _includedOnlyMeshesIds: string[];
  1702. constructor(name: string, scene: Scene);
  1703. public getShadowGenerator(): ShadowGenerator;
  1704. public getAbsolutePosition(): Vector3;
  1705. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1706. public _getWorldMatrix(): Matrix;
  1707. public canAffectMesh(mesh: AbstractMesh): boolean;
  1708. public getWorldMatrix(): Matrix;
  1709. public dispose(): void;
  1710. }
  1711. }
  1712. declare module BABYLON {
  1713. class PointLight extends Light {
  1714. public position: Vector3;
  1715. private _worldMatrix;
  1716. private _transformedPosition;
  1717. constructor(name: string, position: Vector3, scene: Scene);
  1718. public getAbsolutePosition(): Vector3;
  1719. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1720. public getShadowGenerator(): ShadowGenerator;
  1721. public _getWorldMatrix(): Matrix;
  1722. }
  1723. }
  1724. declare module BABYLON {
  1725. class SpotLight extends Light implements IShadowLight {
  1726. public position: Vector3;
  1727. public direction: Vector3;
  1728. public angle: number;
  1729. public exponent: number;
  1730. public transformedPosition: Vector3;
  1731. private _transformedDirection;
  1732. private _worldMatrix;
  1733. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1734. public getAbsolutePosition(): Vector3;
  1735. public setDirectionToTarget(target: Vector3): Vector3;
  1736. public computeTransformedPosition(): boolean;
  1737. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1738. public _getWorldMatrix(): Matrix;
  1739. }
  1740. }
  1741. declare module BABYLON {
  1742. class ShadowGenerator {
  1743. private static _FILTER_NONE;
  1744. private static _FILTER_VARIANCESHADOWMAP;
  1745. private static _FILTER_POISSONSAMPLING;
  1746. static FILTER_NONE : number;
  1747. static FILTER_VARIANCESHADOWMAP : number;
  1748. static FILTER_POISSONSAMPLING : number;
  1749. public filter: number;
  1750. public useVarianceShadowMap : boolean;
  1751. public usePoissonSampling : boolean;
  1752. private _light;
  1753. private _scene;
  1754. private _shadowMap;
  1755. private _darkness;
  1756. private _transparencyShadow;
  1757. private _effect;
  1758. private _viewMatrix;
  1759. private _projectionMatrix;
  1760. private _transformMatrix;
  1761. private _worldViewProjection;
  1762. private _cachedPosition;
  1763. private _cachedDirection;
  1764. private _cachedDefines;
  1765. constructor(mapSize: number, light: IShadowLight);
  1766. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1767. public getShadowMap(): RenderTargetTexture;
  1768. public getLight(): IShadowLight;
  1769. public getTransformMatrix(): Matrix;
  1770. public getDarkness(): number;
  1771. public setDarkness(darkness: number): void;
  1772. public setTransparencyShadow(hasShadow: boolean): void;
  1773. public dispose(): void;
  1774. }
  1775. }
  1776. declare module BABYLON {
  1777. interface ISceneLoaderPlugin {
  1778. extensions: string;
  1779. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1780. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1781. }
  1782. class SceneLoader {
  1783. private static _ForceFullSceneLoadingForIncremental;
  1784. private static _ShowLoadingScreen;
  1785. static ForceFullSceneLoadingForIncremental : boolean;
  1786. static ShowLoadingScreen : boolean;
  1787. private static _registeredPlugins;
  1788. private static _getPluginForFilename(sceneFilename);
  1789. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1790. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
  1791. /**
  1792. * Load a scene
  1793. * @param rootUrl a string that defines the root url for scene and resources
  1794. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1795. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1796. */
  1797. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1798. /**
  1799. * Append a scene
  1800. * @param rootUrl a string that defines the root url for scene and resources
  1801. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1802. * @param scene is the instance of BABYLON.Scene to append to
  1803. */
  1804. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1805. }
  1806. }
  1807. declare module BABYLON.Internals {
  1808. }
  1809. declare module BABYLON {
  1810. class EffectFallbacks {
  1811. private _defines;
  1812. private _currentRank;
  1813. private _maxRank;
  1814. public addFallback(rank: number, define: string): void;
  1815. public isMoreFallbacks : boolean;
  1816. public reduce(currentDefines: string): string;
  1817. }
  1818. class Effect {
  1819. public name: any;
  1820. public defines: string;
  1821. public onCompiled: (effect: Effect) => void;
  1822. public onError: (effect: Effect, errors: string) => void;
  1823. public onBind: (effect: Effect) => void;
  1824. private _engine;
  1825. private _uniformsNames;
  1826. private _samplers;
  1827. private _isReady;
  1828. private _compilationError;
  1829. private _attributesNames;
  1830. private _attributes;
  1831. private _uniforms;
  1832. public _key: string;
  1833. private _program;
  1834. private _valueCache;
  1835. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1836. public isReady(): boolean;
  1837. public getProgram(): WebGLProgram;
  1838. public getAttributesNames(): string[];
  1839. public getAttributeLocation(index: number): number;
  1840. public getAttributeLocationByName(name: string): number;
  1841. public getAttributesCount(): number;
  1842. public getUniformIndex(uniformName: string): number;
  1843. public getUniform(uniformName: string): WebGLUniformLocation;
  1844. public getSamplers(): string[];
  1845. public getCompilationError(): string;
  1846. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1847. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1848. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1849. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1850. public setTexture(channel: string, texture: BaseTexture): void;
  1851. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1852. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1853. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1854. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1855. public setArray(uniformName: string, array: number[]): Effect;
  1856. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1857. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1858. public setFloat(uniformName: string, value: number): Effect;
  1859. public setBool(uniformName: string, bool: boolean): Effect;
  1860. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1861. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1862. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1863. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1864. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1865. public setColor3(uniformName: string, color3: Color3): Effect;
  1866. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1867. static ShadersStore: {};
  1868. }
  1869. }
  1870. declare module BABYLON {
  1871. class Material {
  1872. public name: string;
  1873. private static _TriangleFillMode;
  1874. private static _WireFrameFillMode;
  1875. private static _PointFillMode;
  1876. static TriangleFillMode : number;
  1877. static WireFrameFillMode : number;
  1878. static PointFillMode : number;
  1879. public id: string;
  1880. public checkReadyOnEveryCall: boolean;
  1881. public checkReadyOnlyOnce: boolean;
  1882. public state: string;
  1883. public alpha: number;
  1884. public backFaceCulling: boolean;
  1885. public onCompiled: (effect: Effect) => void;
  1886. public onError: (effect: Effect, errors: string) => void;
  1887. public onDispose: () => void;
  1888. public onBind: (material: Material) => void;
  1889. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1890. public _effect: Effect;
  1891. public _wasPreviouslyReady: boolean;
  1892. private _scene;
  1893. private _fillMode;
  1894. public pointSize: number;
  1895. public wireframe : boolean;
  1896. public pointsCloud : boolean;
  1897. public fillMode : number;
  1898. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1899. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1900. public getEffect(): Effect;
  1901. public getScene(): Scene;
  1902. public needAlphaBlending(): boolean;
  1903. public needAlphaTesting(): boolean;
  1904. public getAlphaTestTexture(): BaseTexture;
  1905. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1906. public _preBind(): void;
  1907. public bind(world: Matrix, mesh: Mesh): void;
  1908. public bindOnlyWorldMatrix(world: Matrix): void;
  1909. public unbind(): void;
  1910. public dispose(forceDisposeEffect?: boolean): void;
  1911. }
  1912. }
  1913. declare module BABYLON {
  1914. class MultiMaterial extends Material {
  1915. public subMaterials: Material[];
  1916. constructor(name: string, scene: Scene);
  1917. public getSubMaterial(index: any): Material;
  1918. public isReady(mesh?: AbstractMesh): boolean;
  1919. }
  1920. }
  1921. declare module BABYLON {
  1922. class ShaderMaterial extends Material {
  1923. private _shaderPath;
  1924. private _options;
  1925. private _textures;
  1926. private _floats;
  1927. private _floatsArrays;
  1928. private _colors3;
  1929. private _colors4;
  1930. private _vectors2;
  1931. private _vectors3;
  1932. private _matrices;
  1933. private _cachedWorldViewMatrix;
  1934. private _renderId;
  1935. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1936. public needAlphaBlending(): boolean;
  1937. public needAlphaTesting(): boolean;
  1938. private _checkUniform(uniformName);
  1939. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1940. public setFloat(name: string, value: number): ShaderMaterial;
  1941. public setFloats(name: string, value: number[]): ShaderMaterial;
  1942. public setColor3(name: string, value: Color3): ShaderMaterial;
  1943. public setColor4(name: string, value: Color4): ShaderMaterial;
  1944. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1945. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1946. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1947. public isReady(): boolean;
  1948. public bindOnlyWorldMatrix(world: Matrix): void;
  1949. public bind(world: Matrix): void;
  1950. public dispose(forceDisposeEffect?: boolean): void;
  1951. }
  1952. }
  1953. declare module BABYLON {
  1954. class FresnelParameters {
  1955. public isEnabled: boolean;
  1956. public leftColor: Color3;
  1957. public rightColor: Color3;
  1958. public bias: number;
  1959. public power: number;
  1960. }
  1961. class StandardMaterial extends Material {
  1962. public diffuseTexture: BaseTexture;
  1963. public ambientTexture: BaseTexture;
  1964. public opacityTexture: BaseTexture;
  1965. public reflectionTexture: BaseTexture;
  1966. public emissiveTexture: BaseTexture;
  1967. public specularTexture: BaseTexture;
  1968. public bumpTexture: BaseTexture;
  1969. public ambientColor: Color3;
  1970. public diffuseColor: Color3;
  1971. public specularColor: Color3;
  1972. public specularPower: number;
  1973. public emissiveColor: Color3;
  1974. public useAlphaFromDiffuseTexture: boolean;
  1975. public useSpecularOverAlpha: boolean;
  1976. public fogEnabled: boolean;
  1977. public diffuseFresnelParameters: FresnelParameters;
  1978. public opacityFresnelParameters: FresnelParameters;
  1979. public reflectionFresnelParameters: FresnelParameters;
  1980. public emissiveFresnelParameters: FresnelParameters;
  1981. private _cachedDefines;
  1982. private _renderTargets;
  1983. private _worldViewProjectionMatrix;
  1984. private _globalAmbientColor;
  1985. private _scaledDiffuse;
  1986. private _scaledSpecular;
  1987. private _renderId;
  1988. constructor(name: string, scene: Scene);
  1989. public needAlphaBlending(): boolean;
  1990. public needAlphaTesting(): boolean;
  1991. private _shouldUseAlphaFromDiffuseTexture();
  1992. public getAlphaTestTexture(): BaseTexture;
  1993. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1994. public unbind(): void;
  1995. public bindOnlyWorldMatrix(world: Matrix): void;
  1996. public bind(world: Matrix, mesh: Mesh): void;
  1997. public getAnimatables(): IAnimatable[];
  1998. public dispose(forceDisposeEffect?: boolean): void;
  1999. public clone(name: string): StandardMaterial;
  2000. static DiffuseTextureEnabled: boolean;
  2001. static AmbientTextureEnabled: boolean;
  2002. static OpacityTextureEnabled: boolean;
  2003. static ReflectionTextureEnabled: boolean;
  2004. static EmissiveTextureEnabled: boolean;
  2005. static SpecularTextureEnabled: boolean;
  2006. static BumpTextureEnabled: boolean;
  2007. static FresnelEnabled: boolean;
  2008. }
  2009. }
  2010. declare module BABYLON {
  2011. class BaseTexture {
  2012. public name: string;
  2013. public delayLoadState: number;
  2014. public hasAlpha: boolean;
  2015. public getAlphaFromRGB: boolean;
  2016. public level: number;
  2017. public isCube: boolean;
  2018. public isRenderTarget: boolean;
  2019. public animations: Animation[];
  2020. public onDispose: () => void;
  2021. public coordinatesIndex: number;
  2022. public coordinatesMode: number;
  2023. public wrapU: number;
  2024. public wrapV: number;
  2025. public anisotropicFilteringLevel: number;
  2026. public _cachedAnisotropicFilteringLevel: number;
  2027. private _scene;
  2028. public _texture: WebGLTexture;
  2029. constructor(scene: Scene);
  2030. public getScene(): Scene;
  2031. public getTextureMatrix(): Matrix;
  2032. public getReflectionTextureMatrix(): Matrix;
  2033. public getInternalTexture(): WebGLTexture;
  2034. public isReady(): boolean;
  2035. public getSize(): ISize;
  2036. public getBaseSize(): ISize;
  2037. public scale(ratio: number): void;
  2038. public canRescale : boolean;
  2039. public _removeFromCache(url: string, noMipmap: boolean): void;
  2040. public _getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
  2041. public delayLoad(): void;
  2042. public releaseInternalTexture(): void;
  2043. public clone(): BaseTexture;
  2044. public dispose(): void;
  2045. }
  2046. }
  2047. declare module BABYLON {
  2048. class CubeTexture extends BaseTexture {
  2049. public url: string;
  2050. public coordinatesMode: number;
  2051. private _noMipmap;
  2052. private _extensions;
  2053. private _textureMatrix;
  2054. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  2055. public clone(): CubeTexture;
  2056. public delayLoad(): void;
  2057. public getReflectionTextureMatrix(): Matrix;
  2058. }
  2059. }
  2060. declare module BABYLON {
  2061. class DynamicTexture extends Texture {
  2062. private _generateMipMaps;
  2063. private _canvas;
  2064. private _context;
  2065. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2066. public canRescale : boolean;
  2067. public scale(ratio: number): void;
  2068. public getContext(): CanvasRenderingContext2D;
  2069. public clear(): void;
  2070. public update(invertY?: boolean): void;
  2071. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  2072. public clone(): DynamicTexture;
  2073. }
  2074. }
  2075. declare module BABYLON {
  2076. class MirrorTexture extends RenderTargetTexture {
  2077. public mirrorPlane: Plane;
  2078. private _transformMatrix;
  2079. private _mirrorMatrix;
  2080. private _savedViewMatrix;
  2081. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2082. public clone(): MirrorTexture;
  2083. }
  2084. }
  2085. declare module BABYLON {
  2086. class RawTexture extends Texture {
  2087. constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
  2088. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2089. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2090. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2091. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2092. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  2093. }
  2094. }
  2095. declare module BABYLON {
  2096. class RenderTargetTexture extends Texture {
  2097. public renderList: AbstractMesh[];
  2098. public renderParticles: boolean;
  2099. public renderSprites: boolean;
  2100. public coordinatesMode: number;
  2101. public onBeforeRender: () => void;
  2102. public onAfterRender: () => void;
  2103. public activeCamera: Camera;
  2104. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2105. private _size;
  2106. public _generateMipMaps: boolean;
  2107. private _renderingManager;
  2108. public _waitingRenderList: string[];
  2109. private _doNotChangeAspectRatio;
  2110. private _currentRefreshId;
  2111. private _refreshRate;
  2112. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2113. public resetRefreshCounter(): void;
  2114. public refreshRate : number;
  2115. public _shouldRender(): boolean;
  2116. public isReady(): boolean;
  2117. public getRenderSize(): number;
  2118. public canRescale : boolean;
  2119. public scale(ratio: number): void;
  2120. public resize(size: any, generateMipMaps?: boolean): void;
  2121. public render(useCameraPostProcess?: boolean): void;
  2122. public clone(): RenderTargetTexture;
  2123. }
  2124. }
  2125. declare module BABYLON {
  2126. class Texture extends BaseTexture {
  2127. static NEAREST_SAMPLINGMODE: number;
  2128. static BILINEAR_SAMPLINGMODE: number;
  2129. static TRILINEAR_SAMPLINGMODE: number;
  2130. static EXPLICIT_MODE: number;
  2131. static SPHERICAL_MODE: number;
  2132. static PLANAR_MODE: number;
  2133. static CUBIC_MODE: number;
  2134. static PROJECTION_MODE: number;
  2135. static SKYBOX_MODE: number;
  2136. static CLAMP_ADDRESSMODE: number;
  2137. static WRAP_ADDRESSMODE: number;
  2138. static MIRROR_ADDRESSMODE: number;
  2139. public url: string;
  2140. public uOffset: number;
  2141. public vOffset: number;
  2142. public uScale: number;
  2143. public vScale: number;
  2144. public uAng: number;
  2145. public vAng: number;
  2146. public wAng: number;
  2147. private _noMipmap;
  2148. public _invertY: boolean;
  2149. private _rowGenerationMatrix;
  2150. private _cachedTextureMatrix;
  2151. private _projectionModeMatrix;
  2152. private _t0;
  2153. private _t1;
  2154. private _t2;
  2155. private _cachedUOffset;
  2156. private _cachedVOffset;
  2157. private _cachedUScale;
  2158. private _cachedVScale;
  2159. private _cachedUAng;
  2160. private _cachedVAng;
  2161. private _cachedWAng;
  2162. private _cachedCoordinatesMode;
  2163. public _samplingMode: number;
  2164. private _buffer;
  2165. private _deleteBuffer;
  2166. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2167. public delayLoad(): void;
  2168. private _prepareRowForTextureGeneration(x, y, z, t);
  2169. public getTextureMatrix(): Matrix;
  2170. public getReflectionTextureMatrix(): Matrix;
  2171. public clone(): Texture;
  2172. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2173. }
  2174. }
  2175. declare module BABYLON {
  2176. class VideoTexture extends Texture {
  2177. public video: HTMLVideoElement;
  2178. private _autoLaunch;
  2179. private _lastUpdate;
  2180. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2181. public update(): boolean;
  2182. }
  2183. }
  2184. declare module BABYLON {
  2185. class CustomProceduralTexture extends ProceduralTexture {
  2186. private _animate;
  2187. private _time;
  2188. private _config;
  2189. private _texturePath;
  2190. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2191. private loadJson(jsonUrl);
  2192. public isReady(): boolean;
  2193. public render(useCameraPostProcess?: boolean): void;
  2194. public updateTextures(): void;
  2195. public updateShaderUniforms(): void;
  2196. public animate : boolean;
  2197. }
  2198. }
  2199. declare module BABYLON {
  2200. class ProceduralTexture extends Texture {
  2201. private _size;
  2202. public _generateMipMaps: boolean;
  2203. private _doNotChangeAspectRatio;
  2204. private _currentRefreshId;
  2205. private _refreshRate;
  2206. private _vertexBuffer;
  2207. private _indexBuffer;
  2208. private _effect;
  2209. private _vertexDeclaration;
  2210. private _vertexStrideSize;
  2211. private _uniforms;
  2212. private _samplers;
  2213. private _fragment;
  2214. public _textures: Texture[];
  2215. private _floats;
  2216. private _floatsArrays;
  2217. private _colors3;
  2218. private _colors4;
  2219. private _vectors2;
  2220. private _vectors3;
  2221. private _matrices;
  2222. private _fallbackTexture;
  2223. private _fallbackTextureUsed;
  2224. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2225. public reset(): void;
  2226. public isReady(): boolean;
  2227. public resetRefreshCounter(): void;
  2228. public setFragment(fragment: any): void;
  2229. public refreshRate : number;
  2230. public _shouldRender(): boolean;
  2231. public getRenderSize(): number;
  2232. public resize(size: any, generateMipMaps: any): void;
  2233. private _checkUniform(uniformName);
  2234. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2235. public setFloat(name: string, value: number): ProceduralTexture;
  2236. public setFloats(name: string, value: number[]): ProceduralTexture;
  2237. public setColor3(name: string, value: Color3): ProceduralTexture;
  2238. public setColor4(name: string, value: Color4): ProceduralTexture;
  2239. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2240. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2241. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2242. public render(useCameraPostProcess?: boolean): void;
  2243. public clone(): ProceduralTexture;
  2244. public dispose(): void;
  2245. }
  2246. }
  2247. declare module BABYLON {
  2248. class WoodProceduralTexture extends ProceduralTexture {
  2249. private _ampScale;
  2250. private _woodColor;
  2251. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2252. public updateShaderUniforms(): void;
  2253. public ampScale : number;
  2254. public woodColor : Color3;
  2255. }
  2256. class FireProceduralTexture extends ProceduralTexture {
  2257. private _time;
  2258. private _speed;
  2259. private _shift;
  2260. private _autoGenerateTime;
  2261. private _fireColors;
  2262. private _alphaThreshold;
  2263. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2264. public updateShaderUniforms(): void;
  2265. public render(useCameraPostProcess?: boolean): void;
  2266. static PurpleFireColors : Color3[];
  2267. static GreenFireColors : Color3[];
  2268. static RedFireColors : Color3[];
  2269. static BlueFireColors : Color3[];
  2270. public fireColors : Color3[];
  2271. public time : number;
  2272. public speed : Vector2;
  2273. public shift : number;
  2274. public alphaThreshold : number;
  2275. }
  2276. class CloudProceduralTexture extends ProceduralTexture {
  2277. private _skyColor;
  2278. private _cloudColor;
  2279. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2280. public updateShaderUniforms(): void;
  2281. public skyColor : Color3;
  2282. public cloudColor : Color3;
  2283. }
  2284. class GrassProceduralTexture extends ProceduralTexture {
  2285. private _grassColors;
  2286. private _herb1;
  2287. private _herb2;
  2288. private _herb3;
  2289. private _groundColor;
  2290. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2291. public updateShaderUniforms(): void;
  2292. public grassColors : Color3[];
  2293. public groundColor : Color3;
  2294. }
  2295. class RoadProceduralTexture extends ProceduralTexture {
  2296. private _roadColor;
  2297. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2298. public updateShaderUniforms(): void;
  2299. public roadColor : Color3;
  2300. }
  2301. class BrickProceduralTexture extends ProceduralTexture {
  2302. private _numberOfBricksHeight;
  2303. private _numberOfBricksWidth;
  2304. private _jointColor;
  2305. private _brickColor;
  2306. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2307. public updateShaderUniforms(): void;
  2308. public numberOfBricksHeight : number;
  2309. public cloudColor : number;
  2310. public numberOfBricksWidth : number;
  2311. public jointColor : Color3;
  2312. public brickColor : Color3;
  2313. }
  2314. class MarbleProceduralTexture extends ProceduralTexture {
  2315. private _numberOfTilesHeight;
  2316. private _numberOfTilesWidth;
  2317. private _amplitude;
  2318. private _marbleColor;
  2319. private _jointColor;
  2320. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2321. public updateShaderUniforms(): void;
  2322. public numberOfTilesHeight : number;
  2323. public numberOfTilesWidth : number;
  2324. public jointColor : Color3;
  2325. public marbleColor : Color3;
  2326. }
  2327. }
  2328. declare module BABYLON {
  2329. class Color3 {
  2330. public r: number;
  2331. public g: number;
  2332. public b: number;
  2333. constructor(r?: number, g?: number, b?: number);
  2334. public toString(): string;
  2335. public toArray(array: number[], index?: number): void;
  2336. public toColor4(alpha?: number): Color4;
  2337. public asArray(): number[];
  2338. public toLuminance(): number;
  2339. public multiply(otherColor: Color3): Color3;
  2340. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2341. public equals(otherColor: Color3): boolean;
  2342. public scale(scale: number): Color3;
  2343. public scaleToRef(scale: number, result: Color3): void;
  2344. public add(otherColor: Color3): Color3;
  2345. public addToRef(otherColor: Color3, result: Color3): void;
  2346. public subtract(otherColor: Color3): Color3;
  2347. public subtractToRef(otherColor: Color3, result: Color3): void;
  2348. public clone(): Color3;
  2349. public copyFrom(source: Color3): void;
  2350. public copyFromFloats(r: number, g: number, b: number): void;
  2351. static FromArray(array: number[]): Color3;
  2352. static FromInts(r: number, g: number, b: number): Color3;
  2353. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2354. static Red(): Color3;
  2355. static Green(): Color3;
  2356. static Blue(): Color3;
  2357. static Black(): Color3;
  2358. static White(): Color3;
  2359. static Purple(): Color3;
  2360. static Magenta(): Color3;
  2361. static Yellow(): Color3;
  2362. static Gray(): Color3;
  2363. }
  2364. class Color4 {
  2365. public r: number;
  2366. public g: number;
  2367. public b: number;
  2368. public a: number;
  2369. constructor(r: number, g: number, b: number, a: number);
  2370. public addInPlace(right: any): void;
  2371. public asArray(): number[];
  2372. public toArray(array: number[], index?: number): void;
  2373. public add(right: Color4): Color4;
  2374. public subtract(right: Color4): Color4;
  2375. public subtractToRef(right: Color4, result: Color4): void;
  2376. public scale(scale: number): Color4;
  2377. public scaleToRef(scale: number, result: Color4): void;
  2378. public toString(): string;
  2379. public clone(): Color4;
  2380. public copyFrom(source: Color4): void;
  2381. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2382. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2383. static FromArray(array: number[], offset?: number): Color4;
  2384. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2385. }
  2386. class Vector2 {
  2387. public x: number;
  2388. public y: number;
  2389. constructor(x: number, y: number);
  2390. public toString(): string;
  2391. public toArray(array: number[], index?: number): void;
  2392. public asArray(): number[];
  2393. public copyFrom(source: Vector2): void;
  2394. public copyFromFloats(x: number, y: number): void;
  2395. public add(otherVector: Vector2): Vector2;
  2396. public addVector3(otherVector: Vector3): Vector2;
  2397. public subtract(otherVector: Vector2): Vector2;
  2398. public subtractInPlace(otherVector: Vector2): void;
  2399. public multiplyInPlace(otherVector: Vector2): void;
  2400. public multiply(otherVector: Vector2): Vector2;
  2401. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2402. public multiplyByFloats(x: number, y: number): Vector2;
  2403. public divide(otherVector: Vector2): Vector2;
  2404. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2405. public negate(): Vector2;
  2406. public scaleInPlace(scale: number): Vector2;
  2407. public scale(scale: number): Vector2;
  2408. public equals(otherVector: Vector2): boolean;
  2409. public length(): number;
  2410. public lengthSquared(): number;
  2411. public normalize(): Vector2;
  2412. public clone(): Vector2;
  2413. static Zero(): Vector2;
  2414. static FromArray(array: number[], offset?: number): Vector2;
  2415. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2416. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2417. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2418. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2419. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2420. static Dot(left: Vector2, right: Vector2): number;
  2421. static Normalize(vector: Vector2): Vector2;
  2422. static Minimize(left: Vector2, right: Vector2): Vector2;
  2423. static Maximize(left: Vector2, right: Vector2): Vector2;
  2424. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2425. static Distance(value1: Vector2, value2: Vector2): number;
  2426. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2427. }
  2428. class Vector3 {
  2429. public x: number;
  2430. public y: number;
  2431. public z: number;
  2432. constructor(x: number, y: number, z: number);
  2433. public toString(): string;
  2434. public asArray(): number[];
  2435. public toArray(array: number[], index?: number): void;
  2436. public addInPlace(otherVector: Vector3): void;
  2437. public add(otherVector: Vector3): Vector3;
  2438. public addToRef(otherVector: Vector3, result: Vector3): void;
  2439. public subtractInPlace(otherVector: Vector3): void;
  2440. public subtract(otherVector: Vector3): Vector3;
  2441. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2442. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2443. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2444. public negate(): Vector3;
  2445. public scaleInPlace(scale: number): Vector3;
  2446. public scale(scale: number): Vector3;
  2447. public scaleToRef(scale: number, result: Vector3): void;
  2448. public equals(otherVector: Vector3): boolean;
  2449. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2450. public equalsToFloats(x: number, y: number, z: number): boolean;
  2451. public multiplyInPlace(otherVector: Vector3): void;
  2452. public multiply(otherVector: Vector3): Vector3;
  2453. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2454. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2455. public divide(otherVector: Vector3): Vector3;
  2456. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2457. public MinimizeInPlace(other: Vector3): void;
  2458. public MaximizeInPlace(other: Vector3): void;
  2459. public length(): number;
  2460. public lengthSquared(): number;
  2461. public normalize(): Vector3;
  2462. public clone(): Vector3;
  2463. public copyFrom(source: Vector3): void;
  2464. public copyFromFloats(x: number, y: number, z: number): void;
  2465. static FromArray(array: number[], offset?: number): Vector3;
  2466. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2467. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2468. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2469. static Zero(): Vector3;
  2470. static Up(): Vector3;
  2471. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2472. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2473. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2474. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2475. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2476. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2477. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2478. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2479. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2480. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2481. static Dot(left: Vector3, right: Vector3): number;
  2482. static Cross(left: Vector3, right: Vector3): Vector3;
  2483. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2484. static Normalize(vector: Vector3): Vector3;
  2485. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2486. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2487. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2488. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2489. static Minimize(left: Vector3, right: Vector3): Vector3;
  2490. static Maximize(left: Vector3, right: Vector3): Vector3;
  2491. static Distance(value1: Vector3, value2: Vector3): number;
  2492. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2493. static Center(value1: Vector3, value2: Vector3): Vector3;
  2494. }
  2495. class Vector4 {
  2496. public x: number;
  2497. public y: number;
  2498. public z: number;
  2499. public w: number;
  2500. constructor(x: number, y: number, z: number, w: number);
  2501. public toString(): string;
  2502. public asArray(): number[];
  2503. public toArray(array: number[], index?: number): void;
  2504. public addInPlace(otherVector: Vector4): void;
  2505. public add(otherVector: Vector4): Vector4;
  2506. public addToRef(otherVector: Vector4, result: Vector4): void;
  2507. public subtractInPlace(otherVector: Vector4): void;
  2508. public subtract(otherVector: Vector4): Vector4;
  2509. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2510. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2511. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2512. public negate(): Vector4;
  2513. public scaleInPlace(scale: number): Vector4;
  2514. public scale(scale: number): Vector4;
  2515. public scaleToRef(scale: number, result: Vector4): void;
  2516. public equals(otherVector: Vector4): boolean;
  2517. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2518. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2519. public multiplyInPlace(otherVector: Vector4): void;
  2520. public multiply(otherVector: Vector4): Vector4;
  2521. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2522. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2523. public divide(otherVector: Vector4): Vector4;
  2524. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2525. public MinimizeInPlace(other: Vector4): void;
  2526. public MaximizeInPlace(other: Vector4): void;
  2527. public length(): number;
  2528. public lengthSquared(): number;
  2529. public normalize(): Vector4;
  2530. public clone(): Vector4;
  2531. public copyFrom(source: Vector4): void;
  2532. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2533. static FromArray(array: number[], offset?: number): Vector4;
  2534. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2535. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2536. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2537. static Zero(): Vector4;
  2538. static Normalize(vector: Vector4): Vector4;
  2539. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2540. static Minimize(left: Vector4, right: Vector4): Vector4;
  2541. static Maximize(left: Vector4, right: Vector4): Vector4;
  2542. static Distance(value1: Vector4, value2: Vector4): number;
  2543. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2544. static Center(value1: Vector4, value2: Vector4): Vector4;
  2545. }
  2546. class Quaternion {
  2547. public x: number;
  2548. public y: number;
  2549. public z: number;
  2550. public w: number;
  2551. constructor(x?: number, y?: number, z?: number, w?: number);
  2552. public toString(): string;
  2553. public asArray(): number[];
  2554. public equals(otherQuaternion: Quaternion): boolean;
  2555. public clone(): Quaternion;
  2556. public copyFrom(other: Quaternion): void;
  2557. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2558. public add(other: Quaternion): Quaternion;
  2559. public subtract(other: Quaternion): Quaternion;
  2560. public scale(value: number): Quaternion;
  2561. public multiply(q1: Quaternion): Quaternion;
  2562. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2563. public length(): number;
  2564. public normalize(): void;
  2565. public toEulerAngles(): Vector3;
  2566. public toEulerAnglesToRef(result: Vector3): void;
  2567. public toRotationMatrix(result: Matrix): void;
  2568. public fromRotationMatrix(matrix: Matrix): void;
  2569. static Inverse(q: Quaternion): Quaternion;
  2570. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2571. static FromArray(array: number[], offset?: number): Quaternion;
  2572. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2573. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2574. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2575. }
  2576. class Matrix {
  2577. private static _tempQuaternion;
  2578. private static _xAxis;
  2579. private static _yAxis;
  2580. private static _zAxis;
  2581. public m: Float32Array;
  2582. public isIdentity(): boolean;
  2583. public determinant(): number;
  2584. public toArray(): Float32Array;
  2585. public asArray(): Float32Array;
  2586. public invert(): void;
  2587. public invertToRef(other: Matrix): void;
  2588. public setTranslation(vector3: Vector3): void;
  2589. public multiply(other: Matrix): Matrix;
  2590. public copyFrom(other: Matrix): void;
  2591. public copyToArray(array: Float32Array, offset?: number): void;
  2592. public multiplyToRef(other: Matrix, result: Matrix): void;
  2593. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2594. public equals(value: Matrix): boolean;
  2595. public clone(): Matrix;
  2596. static FromArray(array: number[], offset?: number): Matrix;
  2597. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2598. 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;
  2599. 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;
  2600. static Identity(): Matrix;
  2601. static IdentityToRef(result: Matrix): void;
  2602. static Zero(): Matrix;
  2603. static RotationX(angle: number): Matrix;
  2604. static Invert(source: Matrix): Matrix;
  2605. static RotationXToRef(angle: number, result: Matrix): void;
  2606. static RotationY(angle: number): Matrix;
  2607. static RotationYToRef(angle: number, result: Matrix): void;
  2608. static RotationZ(angle: number): Matrix;
  2609. static RotationZToRef(angle: number, result: Matrix): void;
  2610. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2611. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2612. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2613. static Scaling(x: number, y: number, z: number): Matrix;
  2614. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2615. static Translation(x: number, y: number, z: number): Matrix;
  2616. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2617. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2618. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2619. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2620. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2621. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2622. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2623. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2624. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2625. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2626. static Transpose(matrix: Matrix): Matrix;
  2627. static Reflection(plane: Plane): Matrix;
  2628. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2629. }
  2630. class Plane {
  2631. public normal: Vector3;
  2632. public d: number;
  2633. constructor(a: number, b: number, c: number, d: number);
  2634. public asArray(): number[];
  2635. public clone(): Plane;
  2636. public normalize(): void;
  2637. public transform(transformation: Matrix): Plane;
  2638. public dotCoordinate(point: any): number;
  2639. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2640. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2641. public signedDistanceTo(point: Vector3): number;
  2642. static FromArray(array: number[]): Plane;
  2643. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2644. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2645. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2646. }
  2647. class Viewport {
  2648. public x: number;
  2649. public y: number;
  2650. public width: number;
  2651. public height: number;
  2652. constructor(x: number, y: number, width: number, height: number);
  2653. public toGlobal(engine: any): Viewport;
  2654. }
  2655. class Frustum {
  2656. static GetPlanes(transform: Matrix): Plane[];
  2657. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2658. }
  2659. class Ray {
  2660. public origin: Vector3;
  2661. public direction: Vector3;
  2662. public length: number;
  2663. private _edge1;
  2664. private _edge2;
  2665. private _pvec;
  2666. private _tvec;
  2667. private _qvec;
  2668. constructor(origin: Vector3, direction: Vector3, length?: number);
  2669. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2670. public intersectsBox(box: BoundingBox): boolean;
  2671. public intersectsSphere(sphere: any): boolean;
  2672. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2673. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2674. /**
  2675. * 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
  2676. * transformed to the given world matrix.
  2677. * @param origin The origin point
  2678. * @param end The end point
  2679. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2680. */
  2681. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2682. static Transform(ray: Ray, matrix: Matrix): Ray;
  2683. }
  2684. enum Space {
  2685. LOCAL = 0,
  2686. WORLD = 1,
  2687. }
  2688. class Axis {
  2689. static X: Vector3;
  2690. static Y: Vector3;
  2691. static Z: Vector3;
  2692. }
  2693. class BezierCurve {
  2694. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2695. }
  2696. enum Orientation {
  2697. CW = 0,
  2698. CCW = 1,
  2699. }
  2700. class Angle {
  2701. private _radians;
  2702. constructor(radians: number);
  2703. public degrees: () => number;
  2704. public radians: () => number;
  2705. static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
  2706. static FromRadians(radians: number): Angle;
  2707. static FromDegrees(degrees: number): Angle;
  2708. }
  2709. class Arc2 {
  2710. public startPoint: Vector2;
  2711. public midPoint: Vector2;
  2712. public endPoint: Vector2;
  2713. public centerPoint: Vector2;
  2714. public radius: number;
  2715. public angle: Angle;
  2716. public startAngle: Angle;
  2717. public orientation: Orientation;
  2718. constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
  2719. }
  2720. class PathCursor {
  2721. private path;
  2722. private _onchange;
  2723. public value: number;
  2724. public animations: Animation[];
  2725. constructor(path: Path2);
  2726. public getPoint(): Vector3;
  2727. public moveAhead(step?: number): void;
  2728. public moveBack(step?: number): void;
  2729. public move(step: number): void;
  2730. private ensureLimits();
  2731. private markAsDirty(propertyName);
  2732. private raiseOnChange();
  2733. public onchange(f: (cursor: PathCursor) => void): void;
  2734. }
  2735. class Path2 {
  2736. private _points;
  2737. private _length;
  2738. public closed: boolean;
  2739. constructor(x: number, y: number);
  2740. public addLineTo(x: number, y: number): Path2;
  2741. public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  2742. public close(): Path2;
  2743. public length(): number;
  2744. public getPoints(): Vector2[];
  2745. public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  2746. static StartingAt(x: number, y: number): Path2;
  2747. }
  2748. }
  2749. declare module BABYLON {
  2750. class AbstractMesh extends Node implements IDisposable {
  2751. private static _BILLBOARDMODE_NONE;
  2752. private static _BILLBOARDMODE_X;
  2753. private static _BILLBOARDMODE_Y;
  2754. private static _BILLBOARDMODE_Z;
  2755. private static _BILLBOARDMODE_ALL;
  2756. static BILLBOARDMODE_NONE : number;
  2757. static BILLBOARDMODE_X : number;
  2758. static BILLBOARDMODE_Y : number;
  2759. static BILLBOARDMODE_Z : number;
  2760. static BILLBOARDMODE_ALL : number;
  2761. public position: Vector3;
  2762. public rotation: Vector3;
  2763. public rotationQuaternion: Quaternion;
  2764. public scaling: Vector3;
  2765. public billboardMode: number;
  2766. public visibility: number;
  2767. public alphaIndex: number;
  2768. public infiniteDistance: boolean;
  2769. public isVisible: boolean;
  2770. public isPickable: boolean;
  2771. public showBoundingBox: boolean;
  2772. public showSubMeshesBoundingBox: boolean;
  2773. public onDispose: any;
  2774. public checkCollisions: boolean;
  2775. public isBlocker: boolean;
  2776. public skeleton: Skeleton;
  2777. public renderingGroupId: number;
  2778. public material: Material;
  2779. public receiveShadows: boolean;
  2780. public actionManager: ActionManager;
  2781. public renderOutline: boolean;
  2782. public outlineColor: Color3;
  2783. public outlineWidth: number;
  2784. public renderOverlay: boolean;
  2785. public overlayColor: Color3;
  2786. public overlayAlpha: number;
  2787. public hasVertexAlpha: boolean;
  2788. public useVertexColors: boolean;
  2789. public applyFog: boolean;
  2790. public useOctreeForRenderingSelection: boolean;
  2791. public useOctreeForPicking: boolean;
  2792. public useOctreeForCollisions: boolean;
  2793. public layerMask: number;
  2794. public _physicImpostor: number;
  2795. public _physicsMass: number;
  2796. public _physicsFriction: number;
  2797. public _physicRestitution: number;
  2798. public ellipsoid: Vector3;
  2799. public ellipsoidOffset: Vector3;
  2800. private _collider;
  2801. private _oldPositionForCollisions;
  2802. private _diffPositionForCollisions;
  2803. private _newPositionForCollisions;
  2804. private _localScaling;
  2805. private _localRotation;
  2806. private _localTranslation;
  2807. private _localBillboard;
  2808. private _localPivotScaling;
  2809. private _localPivotScalingRotation;
  2810. private _localWorld;
  2811. public _worldMatrix: Matrix;
  2812. private _rotateYByPI;
  2813. private _absolutePosition;
  2814. private _collisionsTransformMatrix;
  2815. private _collisionsScalingMatrix;
  2816. public _positions: Vector3[];
  2817. private _isDirty;
  2818. public _masterMesh: AbstractMesh;
  2819. public _boundingInfo: BoundingInfo;
  2820. private _pivotMatrix;
  2821. public _isDisposed: boolean;
  2822. public _renderId: number;
  2823. public subMeshes: SubMesh[];
  2824. public _submeshesOctree: Octree<SubMesh>;
  2825. public _intersectionsInProgress: AbstractMesh[];
  2826. private _onAfterWorldMatrixUpdate;
  2827. constructor(name: string, scene: Scene);
  2828. public isBlocked : boolean;
  2829. public getLOD(camera: Camera): AbstractMesh;
  2830. public getTotalVertices(): number;
  2831. public getIndices(): number[];
  2832. public getVerticesData(kind: string): number[];
  2833. public isVerticesDataPresent(kind: string): boolean;
  2834. public getBoundingInfo(): BoundingInfo;
  2835. public _preActivate(): void;
  2836. public _activate(renderId: number): void;
  2837. public getWorldMatrix(): Matrix;
  2838. public worldMatrixFromCache : Matrix;
  2839. public absolutePosition : Vector3;
  2840. public rotate(axis: Vector3, amount: number, space: Space): void;
  2841. public translate(axis: Vector3, distance: number, space: Space): void;
  2842. public getAbsolutePosition(): Vector3;
  2843. public setAbsolutePosition(absolutePosition: Vector3): void;
  2844. public setPivotMatrix(matrix: Matrix): void;
  2845. public getPivotMatrix(): Matrix;
  2846. public _isSynchronized(): boolean;
  2847. public _initCache(): void;
  2848. public markAsDirty(property: string): void;
  2849. public _updateBoundingInfo(): void;
  2850. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2851. public computeWorldMatrix(force?: boolean): Matrix;
  2852. /**
  2853. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2854. * @param func: callback function to add
  2855. */
  2856. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2857. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2858. public setPositionWithLocalVector(vector3: Vector3): void;
  2859. public getPositionExpressedInLocalSpace(): Vector3;
  2860. public locallyTranslate(vector3: Vector3): void;
  2861. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2862. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2863. public isCompletelyInFrustum(camera?: Camera): boolean;
  2864. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2865. public intersectsPoint(point: Vector3): boolean;
  2866. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2867. public getPhysicsImpostor(): number;
  2868. public getPhysicsMass(): number;
  2869. public getPhysicsFriction(): number;
  2870. public getPhysicsRestitution(): number;
  2871. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2872. public getDistanceToCamera(camera?: Camera): number;
  2873. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2874. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2875. public updatePhysicsBodyPosition(): void;
  2876. public moveWithCollisions(velocity: Vector3): void;
  2877. /**
  2878. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2879. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2880. */
  2881. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2882. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2883. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2884. public _checkCollision(collider: Collider): void;
  2885. public _generatePointsArray(): boolean;
  2886. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2887. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2888. public releaseSubMeshes(): void;
  2889. public dispose(doNotRecurse?: boolean): void;
  2890. }
  2891. }
  2892. declare module BABYLON {
  2893. class CSG {
  2894. private polygons;
  2895. public matrix: Matrix;
  2896. public position: Vector3;
  2897. public rotation: Vector3;
  2898. public scaling: Vector3;
  2899. static FromMesh(mesh: Mesh): CSG;
  2900. private static FromPolygons(polygons);
  2901. public clone(): CSG;
  2902. private toPolygons();
  2903. public union(csg: CSG): CSG;
  2904. public unionInPlace(csg: CSG): void;
  2905. public subtract(csg: CSG): CSG;
  2906. public subtractInPlace(csg: CSG): void;
  2907. public intersect(csg: CSG): CSG;
  2908. public intersectInPlace(csg: CSG): void;
  2909. public inverse(): CSG;
  2910. public inverseInPlace(): void;
  2911. public copyTransformAttributes(csg: CSG): CSG;
  2912. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2913. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2914. }
  2915. }
  2916. declare module BABYLON {
  2917. class Geometry implements IGetSetVerticesData {
  2918. public id: string;
  2919. public delayLoadState: number;
  2920. public delayLoadingFile: string;
  2921. private _scene;
  2922. private _engine;
  2923. private _meshes;
  2924. private _totalVertices;
  2925. private _indices;
  2926. private _vertexBuffers;
  2927. public _delayInfo: any;
  2928. private _indexBuffer;
  2929. public _boundingInfo: BoundingInfo;
  2930. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2931. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2932. public getScene(): Scene;
  2933. public getEngine(): Engine;
  2934. public isReady(): boolean;
  2935. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2936. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2937. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2938. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2939. public getTotalVertices(): number;
  2940. public getVerticesData(kind: string): number[];
  2941. public getVertexBuffer(kind: string): VertexBuffer;
  2942. public getVertexBuffers(): VertexBuffer[];
  2943. public isVerticesDataPresent(kind: string): boolean;
  2944. public getVerticesDataKinds(): string[];
  2945. public setIndices(indices: number[], totalVertices?: number): void;
  2946. public getTotalIndices(): number;
  2947. public getIndices(): number[];
  2948. public getIndexBuffer(): any;
  2949. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2950. public applyToMesh(mesh: Mesh): void;
  2951. private _applyToMesh(mesh);
  2952. public load(scene: Scene, onLoaded?: () => void): void;
  2953. public dispose(): void;
  2954. public copy(id: string): Geometry;
  2955. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2956. static RandomId(): string;
  2957. }
  2958. module Geometry.Primitives {
  2959. class _Primitive extends Geometry {
  2960. private _beingRegenerated;
  2961. private _canBeRegenerated;
  2962. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2963. public canBeRegenerated(): boolean;
  2964. public regenerate(): void;
  2965. public asNewGeometry(id: string): Geometry;
  2966. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2967. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2968. public _regenerateVertexData(): VertexData;
  2969. public copy(id: string): Geometry;
  2970. }
  2971. class Box extends _Primitive {
  2972. public size: number;
  2973. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2974. public _regenerateVertexData(): VertexData;
  2975. public copy(id: string): Geometry;
  2976. }
  2977. class Sphere extends _Primitive {
  2978. public segments: number;
  2979. public diameter: number;
  2980. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2981. public _regenerateVertexData(): VertexData;
  2982. public copy(id: string): Geometry;
  2983. }
  2984. class Cylinder extends _Primitive {
  2985. public height: number;
  2986. public diameterTop: number;
  2987. public diameterBottom: number;
  2988. public tessellation: number;
  2989. public subdivisions: number;
  2990. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2991. public _regenerateVertexData(): VertexData;
  2992. public copy(id: string): Geometry;
  2993. }
  2994. class Torus extends _Primitive {
  2995. public diameter: number;
  2996. public thickness: number;
  2997. public tessellation: number;
  2998. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2999. public _regenerateVertexData(): VertexData;
  3000. public copy(id: string): Geometry;
  3001. }
  3002. class Ground extends _Primitive {
  3003. public width: number;
  3004. public height: number;
  3005. public subdivisions: number;
  3006. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3007. public _regenerateVertexData(): VertexData;
  3008. public copy(id: string): Geometry;
  3009. }
  3010. class TiledGround extends _Primitive {
  3011. public xmin: number;
  3012. public zmin: number;
  3013. public xmax: number;
  3014. public zmax: number;
  3015. public subdivisions: {
  3016. w: number;
  3017. h: number;
  3018. };
  3019. public precision: {
  3020. w: number;
  3021. h: number;
  3022. };
  3023. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3024. w: number;
  3025. h: number;
  3026. }, precision: {
  3027. w: number;
  3028. h: number;
  3029. }, canBeRegenerated?: boolean, mesh?: Mesh);
  3030. public _regenerateVertexData(): VertexData;
  3031. public copy(id: string): Geometry;
  3032. }
  3033. class Plane extends _Primitive {
  3034. public size: number;
  3035. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3036. public _regenerateVertexData(): VertexData;
  3037. public copy(id: string): Geometry;
  3038. }
  3039. class TorusKnot extends _Primitive {
  3040. public radius: number;
  3041. public tube: number;
  3042. public radialSegments: number;
  3043. public tubularSegments: number;
  3044. public p: number;
  3045. public q: number;
  3046. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  3047. public _regenerateVertexData(): VertexData;
  3048. public copy(id: string): Geometry;
  3049. }
  3050. }
  3051. }
  3052. declare module BABYLON {
  3053. class GroundMesh extends Mesh {
  3054. public generateOctree: boolean;
  3055. private _worldInverse;
  3056. public _subdivisions: number;
  3057. constructor(name: string, scene: Scene);
  3058. public subdivisions : number;
  3059. public optimize(chunksCount: number): void;
  3060. public getHeightAtCoordinates(x: number, z: number): number;
  3061. }
  3062. }
  3063. declare module BABYLON {
  3064. class InstancedMesh extends AbstractMesh {
  3065. private _sourceMesh;
  3066. private _currentLOD;
  3067. constructor(name: string, source: Mesh);
  3068. public receiveShadows : boolean;
  3069. public material : Material;
  3070. public visibility : number;
  3071. public skeleton : Skeleton;
  3072. public getTotalVertices(): number;
  3073. public sourceMesh : Mesh;
  3074. public getVerticesData(kind: string): number[];
  3075. public isVerticesDataPresent(kind: string): boolean;
  3076. public getIndices(): number[];
  3077. public _positions : Vector3[];
  3078. public refreshBoundingInfo(): void;
  3079. public _preActivate(): void;
  3080. public _activate(renderId: number): void;
  3081. public getLOD(camera: Camera): AbstractMesh;
  3082. public _syncSubMeshes(): void;
  3083. public _generatePointsArray(): boolean;
  3084. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  3085. public dispose(doNotRecurse?: boolean): void;
  3086. }
  3087. }
  3088. declare module BABYLON {
  3089. class LinesMesh extends Mesh {
  3090. public color: Color3;
  3091. public alpha: number;
  3092. private _colorShader;
  3093. private _ib;
  3094. private _indicesLength;
  3095. private _indices;
  3096. constructor(name: string, scene: Scene, updatable?: boolean);
  3097. public material : Material;
  3098. public isPickable : boolean;
  3099. public checkCollisions : boolean;
  3100. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3101. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3102. public intersects(ray: Ray, fastCheck?: boolean): any;
  3103. public dispose(doNotRecurse?: boolean): void;
  3104. }
  3105. }
  3106. declare module BABYLON {
  3107. class _InstancesBatch {
  3108. public mustReturn: boolean;
  3109. public visibleInstances: InstancedMesh[][];
  3110. public renderSelf: boolean[];
  3111. }
  3112. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  3113. public delayLoadState: number;
  3114. public instances: InstancedMesh[];
  3115. public delayLoadingFile: string;
  3116. public _binaryInfo: any;
  3117. private _LODLevels;
  3118. public _geometry: Geometry;
  3119. private _onBeforeRenderCallbacks;
  3120. private _onAfterRenderCallbacks;
  3121. public _delayInfo: any;
  3122. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3123. public _visibleInstances: any;
  3124. private _renderIdForInstances;
  3125. private _batchCache;
  3126. private _worldMatricesInstancesBuffer;
  3127. private _worldMatricesInstancesArray;
  3128. private _instancesBufferSize;
  3129. public _shouldGenerateFlatShading: boolean;
  3130. private _preActivateId;
  3131. /**
  3132. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  3133. * @param {BABYLON.Scene} scene - The scene to add this mesh to.
  3134. * @param {BABYLON.Node} parent - The parent of this mesh, if it has one
  3135. * @param {BABYLON.Mesh} source - An optional Mesh from which geometry is shared, cloned.
  3136. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  3137. * When false, achieved by calling a clone(), also passing False.
  3138. * This will make creation of children, recursive.
  3139. */
  3140. constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
  3141. private _clone();
  3142. public hasLODLevels : boolean;
  3143. private _sortLODLevels();
  3144. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3145. public removeLODLevel(mesh: Mesh): Mesh;
  3146. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3147. public geometry : Geometry;
  3148. public getTotalVertices(): number;
  3149. public getVerticesData(kind: string): number[];
  3150. public getVertexBuffer(kind: any): VertexBuffer;
  3151. public isVerticesDataPresent(kind: string): boolean;
  3152. public getVerticesDataKinds(): string[];
  3153. public getTotalIndices(): number;
  3154. public getIndices(): number[];
  3155. public isBlocked : boolean;
  3156. public isReady(): boolean;
  3157. public isDisposed(): boolean;
  3158. public _preActivate(): void;
  3159. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3160. public refreshBoundingInfo(): void;
  3161. public _createGlobalSubMesh(): SubMesh;
  3162. public subdivide(count: number): void;
  3163. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3164. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3165. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3166. public makeGeometryUnique(): void;
  3167. public setIndices(indices: number[], totalVertices?: number): void;
  3168. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3169. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3170. public registerBeforeRender(func: () => void): void;
  3171. public unregisterBeforeRender(func: () => void): void;
  3172. public registerAfterRender(func: () => void): void;
  3173. public unregisterAfterRender(func: () => void): void;
  3174. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3175. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3176. public render(subMesh: SubMesh): void;
  3177. public getEmittedParticleSystems(): ParticleSystem[];
  3178. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3179. public getChildren(): Node[];
  3180. public _checkDelayState(): void;
  3181. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3182. public setMaterialByID(id: string): void;
  3183. public getAnimatables(): IAnimatable[];
  3184. public bakeTransformIntoVertices(transform: Matrix): void;
  3185. public _resetPointsArrayCache(): void;
  3186. public _generatePointsArray(): boolean;
  3187. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3188. public dispose(doNotRecurse?: boolean): void;
  3189. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3190. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3191. public convertToFlatShadedMesh(): void;
  3192. public createInstance(name: string): InstancedMesh;
  3193. public synchronizeInstances(): void;
  3194. /**
  3195. * Simplify the mesh according to the given array of settings.
  3196. * Function will return immediately and will simplify asnyc.
  3197. * @param settings a collection of simplification settings.
  3198. * @param parallelProcessing should all levels calculate parallel or one after the other.
  3199. * @param type the type of simplification to run.
  3200. * successCallback optional success callback to be called after the simplification finished processing all settings.
  3201. */
  3202. public simplify(settings: ISimplificationSettings[], parallelProcessing?: boolean, type?: SimplificationType, successCallback?: () => void): void;
  3203. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3204. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3205. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3206. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3207. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3208. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3209. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3210. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3211. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3212. w: number;
  3213. h: number;
  3214. }, precision: {
  3215. w: number;
  3216. h: number;
  3217. }, scene: Scene, updatable?: boolean): Mesh;
  3218. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3219. static MinMax(meshes: AbstractMesh[]): {
  3220. min: Vector3;
  3221. max: Vector3;
  3222. };
  3223. static Center(meshesOrMinMaxVector: any): Vector3;
  3224. static MergeMeshes(meshes: Mesh[], disposeSource?: boolean, allow32BitsIndices?: boolean): Mesh;
  3225. }
  3226. }
  3227. declare module BABYLON {
  3228. interface IGetSetVerticesData {
  3229. isVerticesDataPresent(kind: string): boolean;
  3230. getVerticesData(kind: string): number[];
  3231. getIndices(): number[];
  3232. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3233. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3234. setIndices(indices: number[]): void;
  3235. }
  3236. class VertexData {
  3237. public positions: number[];
  3238. public normals: number[];
  3239. public uvs: number[];
  3240. public uv2s: number[];
  3241. public colors: number[];
  3242. public matricesIndices: number[];
  3243. public matricesWeights: number[];
  3244. public indices: number[];
  3245. public set(data: number[], kind: string): void;
  3246. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3247. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3248. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3249. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3250. private _applyTo(meshOrGeometry, updatable?);
  3251. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3252. public transform(matrix: Matrix): void;
  3253. public merge(other: VertexData): void;
  3254. static ExtractFromMesh(mesh: Mesh): VertexData;
  3255. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3256. private static _ExtractFrom(meshOrGeometry);
  3257. static CreateBox(size: number): VertexData;
  3258. static CreateSphere(segments: number, diameter: number): VertexData;
  3259. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3260. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3261. static CreateLines(points: Vector3[]): VertexData;
  3262. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3263. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3264. w: number;
  3265. h: number;
  3266. }, precision?: {
  3267. w: number;
  3268. h: number;
  3269. }): VertexData;
  3270. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3271. static CreatePlane(size: number): VertexData;
  3272. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3273. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3274. }
  3275. }
  3276. declare module BABYLON.Internals {
  3277. class MeshLODLevel {
  3278. public distance: number;
  3279. public mesh: Mesh;
  3280. constructor(distance: number, mesh: Mesh);
  3281. }
  3282. }
  3283. declare module BABYLON {
  3284. /**
  3285. * A simplifier interface for future simplification implementations.
  3286. */
  3287. interface ISimplifier {
  3288. /**
  3289. * Simplification of a given mesh according to the given settings.
  3290. * Since this requires computation, it is assumed that the function runs async.
  3291. * @param settings The settings of the simplification, including quality and distance
  3292. * @param successCallback A callback that will be called after the mesh was simplified.
  3293. * @param errorCallback in case of an error, this callback will be called. optional.
  3294. */
  3295. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  3296. }
  3297. /**
  3298. * Expected simplification settings.
  3299. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
  3300. */
  3301. interface ISimplificationSettings {
  3302. quality: number;
  3303. distance: number;
  3304. }
  3305. class SimplificationSettings implements ISimplificationSettings {
  3306. public quality: number;
  3307. public distance: number;
  3308. constructor(quality: number, distance: number);
  3309. }
  3310. /**
  3311. * The implemented types of simplification.
  3312. * At the moment only Quadratic Error Decimation is implemented.
  3313. */
  3314. enum SimplificationType {
  3315. QUADRATIC = 0,
  3316. }
  3317. class DecimationTriangle {
  3318. public vertices: number[];
  3319. public normal: Vector3;
  3320. public error: number[];
  3321. public deleted: boolean;
  3322. public isDirty: boolean;
  3323. public borderFactor: number;
  3324. constructor(vertices: number[]);
  3325. }
  3326. class DecimationVertex {
  3327. public position: Vector3;
  3328. public normal: Vector3;
  3329. public uv: Vector2;
  3330. public id: any;
  3331. public q: QuadraticMatrix;
  3332. public isBorder: boolean;
  3333. public triangleStart: number;
  3334. public triangleCount: number;
  3335. constructor(position: Vector3, normal: Vector3, uv: Vector2, id: any);
  3336. }
  3337. class QuadraticMatrix {
  3338. public data: number[];
  3339. constructor(data?: number[]);
  3340. public det(a11: any, a12: any, a13: any, a21: any, a22: any, a23: any, a31: any, a32: any, a33: any): number;
  3341. public addInPlace(matrix: QuadraticMatrix): void;
  3342. public addArrayInPlace(data: number[]): void;
  3343. public add(matrix: QuadraticMatrix): QuadraticMatrix;
  3344. static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix;
  3345. static DataFromNumbers(a: number, b: number, c: number, d: number): number[];
  3346. }
  3347. class Reference {
  3348. public vertexId: number;
  3349. public triangleId: number;
  3350. constructor(vertexId: number, triangleId: number);
  3351. }
  3352. /**
  3353. * An implementation of the Quadratic Error simplification algorithm.
  3354. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  3355. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  3356. * @author RaananW
  3357. */
  3358. class QuadraticErrorSimplification implements ISimplifier {
  3359. private _mesh;
  3360. private triangles;
  3361. private vertices;
  3362. private references;
  3363. private initialised;
  3364. public syncIterations: number;
  3365. public agressiveness: number;
  3366. public decimationIterations: number;
  3367. constructor(_mesh: Mesh);
  3368. public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void): void;
  3369. private runDecimation(settings, successCallback);
  3370. private initWithMesh(mesh, callback);
  3371. private init(callback);
  3372. private reconstructMesh();
  3373. private isFlipped(vertex1, index2, point, deletedArray, borderFactor);
  3374. private updateTriangles(vertexId, vertex, deletedArray, deletedTriangles);
  3375. private identifyBorder();
  3376. private updateMesh(identifyBorders?);
  3377. private vertexError(q, point);
  3378. private calculateError(vertex1, vertex2, pointResult?, normalResult?, uvResult?);
  3379. }
  3380. }
  3381. declare module BABYLON {
  3382. class Polygon {
  3383. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  3384. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  3385. static Parse(input: string): Vector2[];
  3386. static StartingAt(x: number, y: number): Path2;
  3387. }
  3388. class PolygonMeshBuilder {
  3389. private _swctx;
  3390. private _points;
  3391. private _name;
  3392. private _scene;
  3393. constructor(name: string, contours: Path2, scene: Scene);
  3394. constructor(name: string, contours: Vector2[], scene: Scene);
  3395. public addHole(hole: Vector2[]): PolygonMeshBuilder;
  3396. public build(updatable?: boolean): Mesh;
  3397. }
  3398. }
  3399. declare module BABYLON {
  3400. class SubMesh {
  3401. public materialIndex: number;
  3402. public verticesStart: number;
  3403. public verticesCount: number;
  3404. public indexStart: any;
  3405. public indexCount: number;
  3406. public linesIndexCount: number;
  3407. private _mesh;
  3408. private _renderingMesh;
  3409. private _boundingInfo;
  3410. private _linesIndexBuffer;
  3411. public _lastColliderWorldVertices: Vector3[];
  3412. public _trianglePlanes: Plane[];
  3413. public _lastColliderTransformMatrix: Matrix;
  3414. public _renderId: number;
  3415. public _alphaIndex: number;
  3416. public _distanceToCamera: number;
  3417. public _id: number;
  3418. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3419. public getBoundingInfo(): BoundingInfo;
  3420. public getMesh(): AbstractMesh;
  3421. public getRenderingMesh(): Mesh;
  3422. public getMaterial(): Material;
  3423. public refreshBoundingInfo(): void;
  3424. public _checkCollision(collider: Collider): boolean;
  3425. public updateBoundingInfo(world: Matrix): void;
  3426. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3427. public render(): void;
  3428. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3429. public canIntersects(ray: Ray): boolean;
  3430. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3431. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3432. public dispose(): void;
  3433. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3434. }
  3435. }
  3436. declare module BABYLON {
  3437. class VertexBuffer {
  3438. private _mesh;
  3439. private _engine;
  3440. private _buffer;
  3441. private _data;
  3442. private _updatable;
  3443. private _kind;
  3444. private _strideSize;
  3445. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3446. public isUpdatable(): boolean;
  3447. public getData(): number[];
  3448. public getBuffer(): WebGLBuffer;
  3449. public getStrideSize(): number;
  3450. public create(data?: number[]): void;
  3451. public update(data: number[]): void;
  3452. public updateDirectly(data: Float32Array, offset: number): void;
  3453. public dispose(): void;
  3454. private static _PositionKind;
  3455. private static _NormalKind;
  3456. private static _UVKind;
  3457. private static _UV2Kind;
  3458. private static _ColorKind;
  3459. private static _MatricesIndicesKind;
  3460. private static _MatricesWeightsKind;
  3461. static PositionKind : string;
  3462. static NormalKind : string;
  3463. static UVKind : string;
  3464. static UV2Kind : string;
  3465. static ColorKind : string;
  3466. static MatricesIndicesKind : string;
  3467. static MatricesWeightsKind : string;
  3468. }
  3469. }
  3470. declare module BABYLON {
  3471. class Particle {
  3472. public position: Vector3;
  3473. public direction: Vector3;
  3474. public color: Color4;
  3475. public colorStep: Color4;
  3476. public lifeTime: number;
  3477. public age: number;
  3478. public size: number;
  3479. public angle: number;
  3480. public angularSpeed: number;
  3481. public copyTo(other: Particle): void;
  3482. }
  3483. }
  3484. declare module BABYLON {
  3485. class ParticleSystem implements IDisposable {
  3486. public name: string;
  3487. static BLENDMODE_ONEONE: number;
  3488. static BLENDMODE_STANDARD: number;
  3489. public id: string;
  3490. public renderingGroupId: number;
  3491. public emitter: any;
  3492. public emitRate: number;
  3493. public manualEmitCount: number;
  3494. public updateSpeed: number;
  3495. public targetStopDuration: number;
  3496. public disposeOnStop: boolean;
  3497. public minEmitPower: number;
  3498. public maxEmitPower: number;
  3499. public minLifeTime: number;
  3500. public maxLifeTime: number;
  3501. public minSize: number;
  3502. public maxSize: number;
  3503. public minAngularSpeed: number;
  3504. public maxAngularSpeed: number;
  3505. public particleTexture: Texture;
  3506. public onDispose: () => void;
  3507. public updateFunction: (particles: Particle[]) => void;
  3508. public blendMode: number;
  3509. public forceDepthWrite: boolean;
  3510. public gravity: Vector3;
  3511. public direction1: Vector3;
  3512. public direction2: Vector3;
  3513. public minEmitBox: Vector3;
  3514. public maxEmitBox: Vector3;
  3515. public color1: Color4;
  3516. public color2: Color4;
  3517. public colorDead: Color4;
  3518. public textureMask: Color4;
  3519. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3520. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3521. private particles;
  3522. private _capacity;
  3523. private _scene;
  3524. private _vertexDeclaration;
  3525. private _vertexStrideSize;
  3526. private _stockParticles;
  3527. private _newPartsExcess;
  3528. private _vertexBuffer;
  3529. private _indexBuffer;
  3530. private _vertices;
  3531. private _effect;
  3532. private _customEffect;
  3533. private _cachedDefines;
  3534. private _scaledColorStep;
  3535. private _colorDiff;
  3536. private _scaledDirection;
  3537. private _scaledGravity;
  3538. private _currentRenderId;
  3539. private _alive;
  3540. private _started;
  3541. private _stopped;
  3542. private _actualFrame;
  3543. private _scaledUpdateSpeed;
  3544. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3545. public recycleParticle(particle: Particle): void;
  3546. public getCapacity(): number;
  3547. public isAlive(): boolean;
  3548. public isStarted(): boolean;
  3549. public start(): void;
  3550. public stop(): void;
  3551. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3552. private _update(newParticles);
  3553. private _getEffect();
  3554. public animate(): void;
  3555. public render(): number;
  3556. public dispose(): void;
  3557. public clone(name: string, newEmitter: any): ParticleSystem;
  3558. }
  3559. }
  3560. declare module BABYLON {
  3561. interface IPhysicsEnginePlugin {
  3562. initialize(iterations?: number): any;
  3563. setGravity(gravity: Vector3): void;
  3564. runOneStep(delta: number): void;
  3565. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3566. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3567. unregisterMesh(mesh: AbstractMesh): any;
  3568. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3569. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3570. dispose(): void;
  3571. isSupported(): boolean;
  3572. updateBodyPosition(mesh: AbstractMesh): void;
  3573. }
  3574. interface PhysicsBodyCreationOptions {
  3575. mass: number;
  3576. friction: number;
  3577. restitution: number;
  3578. }
  3579. interface PhysicsCompoundBodyPart {
  3580. mesh: Mesh;
  3581. impostor: number;
  3582. }
  3583. class PhysicsEngine {
  3584. public gravity: Vector3;
  3585. private _currentPlugin;
  3586. constructor(plugin?: IPhysicsEnginePlugin);
  3587. public _initialize(gravity?: Vector3): void;
  3588. public _runOneStep(delta: number): void;
  3589. public _setGravity(gravity: Vector3): void;
  3590. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3591. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3592. public _unregisterMesh(mesh: AbstractMesh): void;
  3593. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3594. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3595. public _updateBodyPosition(mesh: AbstractMesh): void;
  3596. public dispose(): void;
  3597. public isSupported(): boolean;
  3598. static NoImpostor: number;
  3599. static SphereImpostor: number;
  3600. static BoxImpostor: number;
  3601. static PlaneImpostor: number;
  3602. static MeshImpostor: number;
  3603. static CapsuleImpostor: number;
  3604. static ConeImpostor: number;
  3605. static CylinderImpostor: number;
  3606. static ConvexHullImpostor: number;
  3607. static Epsilon: number;
  3608. }
  3609. }
  3610. declare module BABYLON {
  3611. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3612. public checkWithEpsilon: (value: number) => number;
  3613. private _world;
  3614. private _registeredMeshes;
  3615. private _physicsMaterials;
  3616. public initialize(iterations?: number): void;
  3617. private _checkWithEpsilon(value);
  3618. public runOneStep(delta: number): void;
  3619. public setGravity(gravity: Vector3): void;
  3620. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3621. private _createSphere(radius, mesh, options?);
  3622. private _createBox(x, y, z, mesh, options?);
  3623. private _createPlane(mesh, options?);
  3624. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3625. private _addMaterial(friction, restitution);
  3626. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3627. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3628. private _unbindBody(body);
  3629. public unregisterMesh(mesh: AbstractMesh): void;
  3630. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3631. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3632. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3633. public dispose(): void;
  3634. public isSupported(): boolean;
  3635. }
  3636. }
  3637. declare module BABYLON {
  3638. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3639. private _world;
  3640. private _registeredMeshes;
  3641. private _checkWithEpsilon(value);
  3642. public initialize(iterations?: number): void;
  3643. public setGravity(gravity: Vector3): void;
  3644. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3645. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3646. private _createBodyAsCompound(part, options, initialMesh);
  3647. public unregisterMesh(mesh: AbstractMesh): void;
  3648. private _unbindBody(body);
  3649. /**
  3650. * Update the body position according to the mesh position
  3651. * @param mesh
  3652. */
  3653. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3654. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3655. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3656. public dispose(): void;
  3657. public isSupported(): boolean;
  3658. private _getLastShape(body);
  3659. public runOneStep(time: number): void;
  3660. }
  3661. }
  3662. declare module BABYLON {
  3663. class AnaglyphPostProcess extends PostProcess {
  3664. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3665. }
  3666. }
  3667. declare module BABYLON {
  3668. class BlackAndWhitePostProcess extends PostProcess {
  3669. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3670. }
  3671. }
  3672. declare module BABYLON {
  3673. class BlurPostProcess extends PostProcess {
  3674. public direction: Vector2;
  3675. public blurWidth: number;
  3676. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3677. }
  3678. }
  3679. declare module BABYLON {
  3680. class ConvolutionPostProcess extends PostProcess {
  3681. public kernel: number[];
  3682. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3683. static EdgeDetect0Kernel: number[];
  3684. static EdgeDetect1Kernel: number[];
  3685. static EdgeDetect2Kernel: number[];
  3686. static SharpenKernel: number[];
  3687. static EmbossKernel: number[];
  3688. static GaussianKernel: number[];
  3689. }
  3690. }
  3691. declare module BABYLON {
  3692. class DisplayPassPostProcess extends PostProcess {
  3693. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3694. }
  3695. }
  3696. declare module BABYLON {
  3697. class FilterPostProcess extends PostProcess {
  3698. public kernelMatrix: Matrix;
  3699. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3700. }
  3701. }
  3702. declare module BABYLON {
  3703. class FxaaPostProcess extends PostProcess {
  3704. public texelWidth: number;
  3705. public texelHeight: number;
  3706. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3707. }
  3708. }
  3709. declare module BABYLON {
  3710. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3711. public aspectRatio: number;
  3712. private _isRightEye;
  3713. private _distortionFactors;
  3714. private _postProcessScaleFactor;
  3715. private _lensCenterOffset;
  3716. private _scaleIn;
  3717. private _scaleFactor;
  3718. private _lensCenter;
  3719. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3720. }
  3721. }
  3722. declare module BABYLON {
  3723. class PassPostProcess extends PostProcess {
  3724. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3725. }
  3726. }
  3727. declare module BABYLON {
  3728. class PostProcess {
  3729. public name: string;
  3730. public onApply: (Effect: any) => void;
  3731. public onBeforeRender: (Effect: any) => void;
  3732. public onSizeChanged: () => void;
  3733. public onActivate: (Camera: any) => void;
  3734. public width: number;
  3735. public height: number;
  3736. public renderTargetSamplingMode: number;
  3737. private _camera;
  3738. private _scene;
  3739. private _engine;
  3740. private _renderRatio;
  3741. private _reusable;
  3742. public _textures: SmartArray<WebGLTexture>;
  3743. public _currentRenderTextureInd: number;
  3744. private _effect;
  3745. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3746. public isReusable(): boolean;
  3747. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3748. public apply(): Effect;
  3749. public dispose(camera: Camera): void;
  3750. }
  3751. }
  3752. declare module BABYLON {
  3753. class PostProcessManager {
  3754. private _scene;
  3755. private _indexBuffer;
  3756. private _vertexDeclaration;
  3757. private _vertexStrideSize;
  3758. private _vertexBuffer;
  3759. constructor(scene: Scene);
  3760. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3761. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3762. public dispose(): void;
  3763. }
  3764. }
  3765. declare module BABYLON {
  3766. class RefractionPostProcess extends PostProcess {
  3767. public color: Color3;
  3768. public depth: number;
  3769. public colorLevel: number;
  3770. private _refRexture;
  3771. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3772. public dispose(camera: Camera): void;
  3773. }
  3774. }
  3775. declare module BABYLON {
  3776. class PostProcessRenderEffect {
  3777. private _engine;
  3778. private _postProcesses;
  3779. private _getPostProcess;
  3780. private _singleInstance;
  3781. private _cameras;
  3782. private _indicesForCamera;
  3783. private _renderPasses;
  3784. private _renderEffectAsPasses;
  3785. public _name: string;
  3786. public applyParameters: (postProcess: PostProcess) => void;
  3787. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3788. public _update(): void;
  3789. public addPass(renderPass: PostProcessRenderPass): void;
  3790. public removePass(renderPass: PostProcessRenderPass): void;
  3791. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3792. public getPass(passName: string): void;
  3793. public emptyPasses(): void;
  3794. public _attachCameras(cameras: Camera): any;
  3795. public _attachCameras(cameras: Camera[]): any;
  3796. public _detachCameras(cameras: Camera): any;
  3797. public _detachCameras(cameras: Camera[]): any;
  3798. public _enable(cameras: Camera): any;
  3799. public _enable(cameras: Camera[]): any;
  3800. public _disable(cameras: Camera): any;
  3801. public _disable(cameras: Camera[]): any;
  3802. public getPostProcess(camera?: Camera): PostProcess;
  3803. private _linkParameters();
  3804. private _linkTextures(effect);
  3805. }
  3806. }
  3807. declare module BABYLON {
  3808. class PostProcessRenderPass {
  3809. private _enabled;
  3810. private _renderList;
  3811. private _renderTexture;
  3812. private _scene;
  3813. private _refCount;
  3814. public _name: string;
  3815. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3816. public _incRefCount(): number;
  3817. public _decRefCount(): number;
  3818. public _update(): void;
  3819. public setRenderList(renderList: Mesh[]): void;
  3820. public getRenderTexture(): RenderTargetTexture;
  3821. }
  3822. }
  3823. declare module BABYLON {
  3824. class PostProcessRenderPipeline {
  3825. private _engine;
  3826. private _renderEffects;
  3827. private _renderEffectsForIsolatedPass;
  3828. private _cameras;
  3829. public _name: string;
  3830. private static PASS_EFFECT_NAME;
  3831. private static PASS_SAMPLER_NAME;
  3832. constructor(engine: Engine, name: string);
  3833. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3834. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3835. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3836. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3837. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3838. public _attachCameras(cameras: Camera, unique: boolean): any;
  3839. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3840. public _detachCameras(cameras: Camera): any;
  3841. public _detachCameras(cameras: Camera[]): any;
  3842. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3843. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3844. public _disableDisplayOnlyPass(cameras: Camera): any;
  3845. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3846. public _update(): void;
  3847. }
  3848. }
  3849. declare module BABYLON {
  3850. class PostProcessRenderPipelineManager {
  3851. private _renderPipelines;
  3852. constructor();
  3853. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3854. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3855. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3856. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3857. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3858. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3859. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3860. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3861. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3862. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3863. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3864. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3865. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3866. public update(): void;
  3867. }
  3868. }
  3869. declare module BABYLON {
  3870. class BoundingBoxRenderer {
  3871. public frontColor: Color3;
  3872. public backColor: Color3;
  3873. public showBackLines: boolean;
  3874. public renderList: SmartArray<BoundingBox>;
  3875. private _scene;
  3876. private _colorShader;
  3877. private _vb;
  3878. private _ib;
  3879. constructor(scene: Scene);
  3880. public reset(): void;
  3881. public render(): void;
  3882. public dispose(): void;
  3883. }
  3884. }
  3885. declare module BABYLON {
  3886. class OutlineRenderer {
  3887. private _scene;
  3888. private _effect;
  3889. private _cachedDefines;
  3890. constructor(scene: Scene);
  3891. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3892. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3893. }
  3894. }
  3895. declare module BABYLON {
  3896. class RenderingGroup {
  3897. public index: number;
  3898. private _scene;
  3899. private _opaqueSubMeshes;
  3900. private _transparentSubMeshes;
  3901. private _alphaTestSubMeshes;
  3902. private _activeVertices;
  3903. constructor(index: number, scene: Scene);
  3904. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3905. public prepare(): void;
  3906. public dispatch(subMesh: SubMesh): void;
  3907. }
  3908. }
  3909. declare module BABYLON {
  3910. class RenderingManager {
  3911. static MAX_RENDERINGGROUPS: number;
  3912. private _scene;
  3913. private _renderingGroups;
  3914. private _depthBufferAlreadyCleaned;
  3915. constructor(scene: Scene);
  3916. private _renderParticles(index, activeMeshes);
  3917. private _renderSprites(index);
  3918. private _clearDepthBuffer();
  3919. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3920. public reset(): void;
  3921. public dispatch(subMesh: SubMesh): void;
  3922. }
  3923. }
  3924. declare module BABYLON {
  3925. class Sprite {
  3926. public name: string;
  3927. public position: Vector3;
  3928. public color: Color4;
  3929. public size: number;
  3930. public angle: number;
  3931. public cellIndex: number;
  3932. public invertU: number;
  3933. public invertV: number;
  3934. public disposeWhenFinishedAnimating: boolean;
  3935. public animations: Animation[];
  3936. private _animationStarted;
  3937. private _loopAnimation;
  3938. private _fromIndex;
  3939. private _toIndex;
  3940. private _delay;
  3941. private _direction;
  3942. private _frameCount;
  3943. private _manager;
  3944. private _time;
  3945. constructor(name: string, manager: SpriteManager);
  3946. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3947. public stopAnimation(): void;
  3948. public _animate(deltaTime: number): void;
  3949. public dispose(): void;
  3950. }
  3951. }
  3952. declare module BABYLON {
  3953. class SpriteManager {
  3954. public name: string;
  3955. public cellSize: number;
  3956. public sprites: Sprite[];
  3957. public renderingGroupId: number;
  3958. public onDispose: () => void;
  3959. public fogEnabled: boolean;
  3960. private _capacity;
  3961. private _spriteTexture;
  3962. private _epsilon;
  3963. private _scene;
  3964. private _vertexDeclaration;
  3965. private _vertexStrideSize;
  3966. private _vertexBuffer;
  3967. private _indexBuffer;
  3968. private _vertices;
  3969. private _effectBase;
  3970. private _effectFog;
  3971. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3972. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3973. public render(): void;
  3974. public dispose(): void;
  3975. }
  3976. }
  3977. declare module BABYLON.Internals {
  3978. class AndOrNotEvaluator {
  3979. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3980. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3981. private static _SimplifyNegation(booleanString);
  3982. }
  3983. }
  3984. declare module BABYLON {
  3985. interface IAssetTask {
  3986. onSuccess: (task: IAssetTask) => void;
  3987. onError: (task: IAssetTask) => void;
  3988. isCompleted: boolean;
  3989. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3990. }
  3991. class MeshAssetTask implements IAssetTask {
  3992. public name: string;
  3993. public meshesNames: any;
  3994. public rootUrl: string;
  3995. public sceneFilename: string;
  3996. public loadedMeshes: AbstractMesh[];
  3997. public loadedParticleSystems: ParticleSystem[];
  3998. public loadedSkeletons: Skeleton[];
  3999. public onSuccess: (task: IAssetTask) => void;
  4000. public onError: (task: IAssetTask) => void;
  4001. public isCompleted: boolean;
  4002. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  4003. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4004. }
  4005. class TextFileAssetTask implements IAssetTask {
  4006. public name: string;
  4007. public url: string;
  4008. public onSuccess: (task: IAssetTask) => void;
  4009. public onError: (task: IAssetTask) => void;
  4010. public isCompleted: boolean;
  4011. public text: string;
  4012. constructor(name: string, url: string);
  4013. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4014. }
  4015. class BinaryFileAssetTask implements IAssetTask {
  4016. public name: string;
  4017. public url: string;
  4018. public onSuccess: (task: IAssetTask) => void;
  4019. public onError: (task: IAssetTask) => void;
  4020. public isCompleted: boolean;
  4021. public data: ArrayBuffer;
  4022. constructor(name: string, url: string);
  4023. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4024. }
  4025. class ImageAssetTask implements IAssetTask {
  4026. public name: string;
  4027. public url: string;
  4028. public onSuccess: (task: IAssetTask) => void;
  4029. public onError: (task: IAssetTask) => void;
  4030. public isCompleted: boolean;
  4031. public image: HTMLImageElement;
  4032. constructor(name: string, url: string);
  4033. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4034. }
  4035. class TextureAssetTask implements IAssetTask {
  4036. public name: string;
  4037. public url: string;
  4038. public noMipmap: boolean;
  4039. public invertY: boolean;
  4040. public samplingMode: number;
  4041. public onSuccess: (task: IAssetTask) => void;
  4042. public onError: (task: IAssetTask) => void;
  4043. public isCompleted: boolean;
  4044. public texture: Texture;
  4045. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  4046. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  4047. }
  4048. class AssetsManager {
  4049. private _tasks;
  4050. private _scene;
  4051. private _waitingTasksCount;
  4052. public onFinish: (tasks: IAssetTask[]) => void;
  4053. public onTaskSuccess: (task: IAssetTask) => void;
  4054. public onTaskError: (task: IAssetTask) => void;
  4055. public useDefaultLoadingScreen: boolean;
  4056. constructor(scene: Scene);
  4057. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  4058. public addTextFileTask(taskName: string, url: string): IAssetTask;
  4059. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  4060. public addImageTask(taskName: string, url: string): IAssetTask;
  4061. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  4062. private _decreaseWaitingTasksCount();
  4063. private _runTask(task);
  4064. public reset(): AssetsManager;
  4065. public load(): AssetsManager;
  4066. }
  4067. }
  4068. declare module BABYLON {
  4069. class Database {
  4070. private callbackManifestChecked;
  4071. private currentSceneUrl;
  4072. private db;
  4073. private enableSceneOffline;
  4074. private enableTexturesOffline;
  4075. private manifestVersionFound;
  4076. private mustUpdateRessources;
  4077. private hasReachedQuota;
  4078. private isSupported;
  4079. private idbFactory;
  4080. static isUASupportingBlobStorage: boolean;
  4081. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  4082. static parseURL: (url: string) => string;
  4083. static ReturnFullUrlLocation: (url: string) => string;
  4084. public checkManifestFile(): void;
  4085. public openAsync(successCallback: any, errorCallback: any): void;
  4086. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  4087. private _loadImageFromDBAsync(url, image, notInDBCallback);
  4088. private _saveImageIntoDBAsync(url, image);
  4089. private _checkVersionFromDB(url, versionLoaded);
  4090. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  4091. private _saveVersionIntoDBAsync(url, callback);
  4092. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  4093. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  4094. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  4095. }
  4096. }
  4097. declare module BABYLON {
  4098. class FilesInput {
  4099. private engine;
  4100. private currentScene;
  4101. private canvas;
  4102. private sceneLoadedCallback;
  4103. private progressCallback;
  4104. private additionnalRenderLoopLogicCallback;
  4105. private textureLoadingCallback;
  4106. private startingProcessingFilesCallback;
  4107. private elementToMonitor;
  4108. static FilesTextures: any[];
  4109. static FilesToLoad: any[];
  4110. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  4111. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  4112. private renderFunction();
  4113. private drag(e);
  4114. private drop(eventDrop);
  4115. private loadFiles(event);
  4116. }
  4117. }
  4118. declare module BABYLON {
  4119. class Gamepads {
  4120. private babylonGamepads;
  4121. private oneGamepadConnected;
  4122. private isMonitoring;
  4123. private gamepadEventSupported;
  4124. private gamepadSupportAvailable;
  4125. private _callbackGamepadConnected;
  4126. private buttonADataURL;
  4127. private static gamepadDOMInfo;
  4128. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  4129. private _insertGamepadDOMInstructions();
  4130. private _insertGamepadDOMNotSupported();
  4131. public dispose(): void;
  4132. private _onGamepadConnected(evt);
  4133. private _addNewGamepad(gamepad);
  4134. private _onGamepadDisconnected(evt);
  4135. private _startMonitoringGamepads();
  4136. private _stopMonitoringGamepads();
  4137. private _checkGamepadsStatus();
  4138. private _updateGamepadObjects();
  4139. }
  4140. class StickValues {
  4141. public x: any;
  4142. public y: any;
  4143. constructor(x: any, y: any);
  4144. }
  4145. class Gamepad {
  4146. public id: string;
  4147. public index: number;
  4148. public browserGamepad: any;
  4149. private _leftStick;
  4150. private _rightStick;
  4151. private _onleftstickchanged;
  4152. private _onrightstickchanged;
  4153. constructor(id: string, index: number, browserGamepad: any);
  4154. public onleftstickchanged(callback: (values: StickValues) => void): void;
  4155. public onrightstickchanged(callback: (values: StickValues) => void): void;
  4156. public leftStick : StickValues;
  4157. public rightStick : StickValues;
  4158. public update(): void;
  4159. }
  4160. class GenericPad extends Gamepad {
  4161. public id: string;
  4162. public index: number;
  4163. public gamepad: any;
  4164. private _buttons;
  4165. private _onbuttondown;
  4166. private _onbuttonup;
  4167. public onbuttondown(callback: (buttonPressed: number) => void): void;
  4168. public onbuttonup(callback: (buttonReleased: number) => void): void;
  4169. constructor(id: string, index: number, gamepad: any);
  4170. private _setButtonValue(newValue, currentValue, buttonIndex);
  4171. public update(): void;
  4172. }
  4173. enum Xbox360Button {
  4174. A = 0,
  4175. B = 1,
  4176. X = 2,
  4177. Y = 3,
  4178. Start = 4,
  4179. Back = 5,
  4180. LB = 6,
  4181. RB = 7,
  4182. LeftStick = 8,
  4183. RightStick = 9,
  4184. }
  4185. enum Xbox360Dpad {
  4186. Up = 0,
  4187. Down = 1,
  4188. Left = 2,
  4189. Right = 3,
  4190. }
  4191. class Xbox360Pad extends Gamepad {
  4192. private _leftTrigger;
  4193. private _rightTrigger;
  4194. private _onlefttriggerchanged;
  4195. private _onrighttriggerchanged;
  4196. private _onbuttondown;
  4197. private _onbuttonup;
  4198. private _ondpaddown;
  4199. private _ondpadup;
  4200. private _buttonA;
  4201. private _buttonB;
  4202. private _buttonX;
  4203. private _buttonY;
  4204. private _buttonBack;
  4205. private _buttonStart;
  4206. private _buttonLB;
  4207. private _buttonRB;
  4208. private _buttonLeftStick;
  4209. private _buttonRightStick;
  4210. private _dPadUp;
  4211. private _dPadDown;
  4212. private _dPadLeft;
  4213. private _dPadRight;
  4214. public onlefttriggerchanged(callback: (value: number) => void): void;
  4215. public onrighttriggerchanged(callback: (value: number) => void): void;
  4216. public leftTrigger : number;
  4217. public rightTrigger : number;
  4218. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  4219. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  4220. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  4221. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  4222. private _setButtonValue(newValue, currentValue, buttonType);
  4223. private _setDPadValue(newValue, currentValue, buttonType);
  4224. public buttonA : number;
  4225. public buttonB : number;
  4226. public buttonX : number;
  4227. public buttonY : number;
  4228. public buttonStart : number;
  4229. public buttonBack : number;
  4230. public buttonLB : number;
  4231. public buttonRB : number;
  4232. public buttonLeftStick : number;
  4233. public buttonRightStick : number;
  4234. public dPadUp : number;
  4235. public dPadDown : number;
  4236. public dPadLeft : number;
  4237. public dPadRight : number;
  4238. public update(): void;
  4239. }
  4240. }
  4241. interface Navigator {
  4242. getGamepads(func?: any): any;
  4243. webkitGetGamepads(func?: any): any;
  4244. msGetGamepads(func?: any): any;
  4245. webkitGamepads(func?: any): any;
  4246. }
  4247. declare module BABYLON {
  4248. class SceneOptimization {
  4249. public priority: number;
  4250. public apply: (scene: Scene) => boolean;
  4251. constructor(priority?: number);
  4252. }
  4253. class TextureOptimization extends SceneOptimization {
  4254. public priority: number;
  4255. public maximumSize: number;
  4256. constructor(priority?: number, maximumSize?: number);
  4257. public apply: (scene: Scene) => boolean;
  4258. }
  4259. class HardwareScalingOptimization extends SceneOptimization {
  4260. public priority: number;
  4261. public maximumScale: number;
  4262. private _currentScale;
  4263. constructor(priority?: number, maximumScale?: number);
  4264. public apply: (scene: Scene) => boolean;
  4265. }
  4266. class ShadowsOptimization extends SceneOptimization {
  4267. public apply: (scene: Scene) => boolean;
  4268. }
  4269. class PostProcessesOptimization extends SceneOptimization {
  4270. public apply: (scene: Scene) => boolean;
  4271. }
  4272. class LensFlaresOptimization extends SceneOptimization {
  4273. public apply: (scene: Scene) => boolean;
  4274. }
  4275. class ParticlesOptimization extends SceneOptimization {
  4276. public apply: (scene: Scene) => boolean;
  4277. }
  4278. class RenderTargetsOptimization extends SceneOptimization {
  4279. public apply: (scene: Scene) => boolean;
  4280. }
  4281. class MergeMeshesOptimization extends SceneOptimization {
  4282. private _canBeMerged;
  4283. public apply: (scene: Scene) => boolean;
  4284. }
  4285. class SceneOptimizerOptions {
  4286. public targetFrameRate: number;
  4287. public trackerDuration: number;
  4288. public optimizations: SceneOptimization[];
  4289. constructor(targetFrameRate?: number, trackerDuration?: number);
  4290. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4291. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4292. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4293. }
  4294. class SceneOptimizer {
  4295. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4296. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4297. }
  4298. }
  4299. declare module BABYLON {
  4300. class SceneSerializer {
  4301. static Serialize(scene: Scene): any;
  4302. }
  4303. }
  4304. declare module BABYLON {
  4305. class SmartArray<T> {
  4306. public data: T[];
  4307. public length: number;
  4308. private _id;
  4309. private _duplicateId;
  4310. constructor(capacity: number);
  4311. public push(value: any): void;
  4312. public pushNoDuplicate(value: any): void;
  4313. public sort(compareFn: any): void;
  4314. public reset(): void;
  4315. public concat(array: any): void;
  4316. public concatWithNoDuplicate(array: any): void;
  4317. public indexOf(value: any): number;
  4318. private static _GlobalId;
  4319. }
  4320. }
  4321. declare module BABYLON {
  4322. class Tags {
  4323. static EnableFor(obj: any): void;
  4324. static DisableFor(obj: any): void;
  4325. static HasTags(obj: any): boolean;
  4326. static GetTags(obj: any): any;
  4327. static AddTagsTo(obj: any, tagsString: string): void;
  4328. static _AddTagTo(obj: any, tag: string): void;
  4329. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4330. static _RemoveTagFrom(obj: any, tag: string): void;
  4331. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4332. }
  4333. }
  4334. declare module BABYLON {
  4335. interface IAnimatable {
  4336. animations: Animation[];
  4337. }
  4338. interface ISize {
  4339. width: number;
  4340. height: number;
  4341. }
  4342. class Tools {
  4343. static BaseUrl: string;
  4344. static GetExponantOfTwo: (value: number, max: number) => number;
  4345. static GetFilename(path: string): string;
  4346. static GetDOMTextContent(element: HTMLElement): string;
  4347. static ToDegrees(angle: number): number;
  4348. static ToRadians(angle: number): number;
  4349. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4350. minimum: Vector3;
  4351. maximum: Vector3;
  4352. };
  4353. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4354. minimum: Vector3;
  4355. maximum: Vector3;
  4356. };
  4357. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4358. static GetPointerPrefix(): string;
  4359. static QueueNewFrame(func: any): void;
  4360. static RequestFullscreen(element: any): void;
  4361. static ExitFullscreen(): void;
  4362. static CleanUrl(url: string): string;
  4363. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4364. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4365. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4366. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4367. static Clamp(value: number, min?: number, max?: number): number;
  4368. static Format(value: number, decimals?: number): string;
  4369. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4370. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  4371. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4372. static IsEmpty(obj: any): boolean;
  4373. static RegisterTopRootEvents(events: {
  4374. name: string;
  4375. handler: EventListener;
  4376. }[]): void;
  4377. static UnregisterTopRootEvents(events: {
  4378. name: string;
  4379. handler: EventListener;
  4380. }[]): void;
  4381. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4382. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4383. private static _NoneLogLevel;
  4384. private static _MessageLogLevel;
  4385. private static _WarningLogLevel;
  4386. private static _ErrorLogLevel;
  4387. private static _LogCache;
  4388. static OnNewCacheEntry: (entry: string) => void;
  4389. static NoneLogLevel : number;
  4390. static MessageLogLevel : number;
  4391. static WarningLogLevel : number;
  4392. static ErrorLogLevel : number;
  4393. static AllLogLevel : number;
  4394. private static _AddLogEntry(entry);
  4395. private static _FormatMessage(message);
  4396. static Log: (message: string) => void;
  4397. private static _LogDisabled(message);
  4398. private static _LogEnabled(message);
  4399. static Warn: (message: string) => void;
  4400. private static _WarnDisabled(message);
  4401. private static _WarnEnabled(message);
  4402. static Error: (message: string) => void;
  4403. private static _ErrorDisabled(message);
  4404. private static _ErrorEnabled(message);
  4405. static LogCache : string;
  4406. static LogLevels : number;
  4407. private static _PerformanceNoneLogLevel;
  4408. private static _PerformanceUserMarkLogLevel;
  4409. private static _PerformanceConsoleLogLevel;
  4410. private static _performance;
  4411. static PerformanceNoneLogLevel : number;
  4412. static PerformanceUserMarkLogLevel : number;
  4413. static PerformanceConsoleLogLevel : number;
  4414. static PerformanceLogLevel : number;
  4415. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4416. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4417. static _StartUserMark(counterName: string, condition?: boolean): void;
  4418. static _EndUserMark(counterName: string, condition?: boolean): void;
  4419. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4420. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4421. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4422. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4423. static Now : number;
  4424. static GetFps(): number;
  4425. }
  4426. /**
  4427. * An implementation of a loop for asynchronous functions.
  4428. */
  4429. class AsyncLoop {
  4430. public iterations: number;
  4431. private _fn;
  4432. private _successCallback;
  4433. public index: number;
  4434. private _done;
  4435. /**
  4436. * Constroctor.
  4437. * @param iterations the number of iterations.
  4438. * @param _fn the function to run each iteration
  4439. * @param _successCallback the callback that will be called upon succesful execution
  4440. * @param offset starting offset.
  4441. */
  4442. constructor(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number);
  4443. /**
  4444. * Execute the next iteration. Must be called after the last iteration was finished.
  4445. */
  4446. public executeNext(): void;
  4447. /**
  4448. * Break the loop and run the success callback.
  4449. */
  4450. public breakLoop(): void;
  4451. /**
  4452. * Helper function
  4453. */
  4454. static Run(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number): AsyncLoop;
  4455. /**
  4456. * A for-loop that will run a given number of iterations synchronous and the rest async.
  4457. * @param iterations total number of iterations
  4458. * @param syncedIterations number of synchronous iterations in each async iteration.
  4459. * @param fn the function to call each iteration.
  4460. * @param callback a success call back that will be called when iterating stops.
  4461. * @param breakFunction a break condition (optional)
  4462. * @param timeout timeout settings for the setTimeout function. default - 0.
  4463. * @constructor
  4464. */
  4465. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): void;
  4466. }
  4467. }
  4468. declare module BABYLON.Internals {
  4469. interface DDSInfo {
  4470. width: number;
  4471. height: number;
  4472. mipmapCount: number;
  4473. isFourCC: boolean;
  4474. isRGB: boolean;
  4475. isLuminance: boolean;
  4476. isCube: boolean;
  4477. }
  4478. class DDSTools {
  4479. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4480. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4481. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4482. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4483. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4484. }
  4485. }
  4486. /**
  4487. * Based on jsTGALoader - Javascript loader for TGA file
  4488. * By Vincent Thibault
  4489. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4490. */
  4491. declare module BABYLON.Internals {
  4492. class TGATools {
  4493. private static _TYPE_NO_DATA;
  4494. private static _TYPE_INDEXED;
  4495. private static _TYPE_RGB;
  4496. private static _TYPE_GREY;
  4497. private static _TYPE_RLE_INDEXED;
  4498. private static _TYPE_RLE_RGB;
  4499. private static _TYPE_RLE_GREY;
  4500. private static _ORIGIN_MASK;
  4501. private static _ORIGIN_SHIFT;
  4502. private static _ORIGIN_BL;
  4503. private static _ORIGIN_BR;
  4504. private static _ORIGIN_UL;
  4505. private static _ORIGIN_UR;
  4506. static GetTGAHeader(data: Uint8Array): any;
  4507. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4508. 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;
  4509. 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;
  4510. 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;
  4511. 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;
  4512. 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;
  4513. 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;
  4514. }
  4515. }
  4516. declare module BABYLON {
  4517. enum JoystickAxis {
  4518. X = 0,
  4519. Y = 1,
  4520. Z = 2,
  4521. }
  4522. class VirtualJoystick {
  4523. public reverseLeftRight: boolean;
  4524. public reverseUpDown: boolean;
  4525. public deltaPosition: Vector3;
  4526. public pressed: boolean;
  4527. private static _globalJoystickIndex;
  4528. private static vjCanvas;
  4529. private static vjCanvasContext;
  4530. private static vjCanvasWidth;
  4531. private static vjCanvasHeight;
  4532. private static halfWidth;
  4533. private static halfHeight;
  4534. private _action;
  4535. private _axisTargetedByLeftAndRight;
  4536. private _axisTargetedByUpAndDown;
  4537. private _joystickSensibility;
  4538. private _inversedSensibility;
  4539. private _rotationSpeed;
  4540. private _inverseRotationSpeed;
  4541. private _rotateOnAxisRelativeToMesh;
  4542. private _joystickPointerID;
  4543. private _joystickColor;
  4544. private _joystickPointerPos;
  4545. private _joystickPointerStartPos;
  4546. private _deltaJoystickVector;
  4547. private _leftJoystick;
  4548. private _joystickIndex;
  4549. private _touches;
  4550. constructor(leftJoystick?: boolean);
  4551. public setJoystickSensibility(newJoystickSensibility: number): void;
  4552. private _onPointerDown(e);
  4553. private _onPointerMove(e);
  4554. private _onPointerUp(e);
  4555. /**
  4556. * Change the color of the virtual joystick
  4557. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4558. */
  4559. public setJoystickColor(newColor: string): void;
  4560. public setActionOnTouch(action: () => any): void;
  4561. public setAxisForLeftRight(axis: JoystickAxis): void;
  4562. public setAxisForUpDown(axis: JoystickAxis): void;
  4563. private _clearCanvas();
  4564. private _drawVirtualJoystick();
  4565. public releaseCanvas(): void;
  4566. }
  4567. }
  4568. declare module BABYLON.VirtualJoystick {
  4569. class Collection<T> {
  4570. private _count;
  4571. private _collection;
  4572. constructor();
  4573. public Count(): number;
  4574. public add<T>(key: string, item: T): number;
  4575. public remove(key: string): number;
  4576. public item(key: string): any;
  4577. public forEach<T>(block: (item: T) => void): void;
  4578. }
  4579. }